Re: [osg-users] How to byte-align Vec4Array

2008-07-09 Thread Mathias Fröhlich

Hi,

On Tuesday 08 July 2008 18:48, Robert Osfield wrote:
 The MixinVector did initially have allocator support, but I had to
 remove it because it was causing compile problems under one of our
 supported platforms. Arggg
Hmm, put that back. I will try to make that work here.

Greetings

Mathias

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Re: [osg-users] osg file format BUG

2008-07-09 Thread dimi christop
Hi,
Sorry for the Shouting thing, if I have anoyed anyone my apologies.
We might not be in a busy pub or street but you have to admit this is a busy 
mailing list :)

Thanks for the clarification, and as I mentioned the  StateAttributes 
OVERRIDE/PROTECTED
works for .ive formats. Knowing that .osg has these kinds of limitations, might 
save you a few frustrating moments.
Where could this missing feature be noted/documented on the webpage?
Are you aware of any other properties that the .osg fiel format does not 
support in contradiction to the .ive format?

Dimi




- Original Message 
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, July 8, 2008 7:46:21 PM
Subject: Re: [osg-users] osg file format BUG

Hi Dimi,

In future posts could you refrain from using capitalization - there
really isn't any need to shout, you aren't in a busy pub or street.

As for .osg not saving OVERRIDE, this is a missing feature, that's be
missing since the inception of .osg format, I'm afraid I've just had
too many other more matters to attend with.  When I original wrote the
StateSet .osg support I did add support for mode OVERRIDE/PROTECTED,
and looked at adding it for StateAttributes as well, but couldn't spot
a straight forward way of providing it.

I'm afraid I'm still pretty rushed off my feet, so won't be able to
tackle this missing feature any time soon, feel free to dive in a
propose a solution.

Robert.

On Tue, Jul 8, 2008 at 3:33 PM, dimi christop [EMAIL PROTECTED] wrote:
 Hi I was following some tutorials from the Quick Start Guide when I found 
 some pretty strange behavior (I assume its a BUG) when saving .osg files.
 Below is a code snipped which
 1) Creates a Group, puts a osg::Material on it and sets its flag to OVERRIDE. 
 I set the material diffuse to red.
 2) The 'axes.osg 3d file is loaded and attached a to 2 MatrixTransforms
 3) Each of the 2 MatrixTransform receives also a osg::Material. One gets a 
 black diffuse color and the other is specified as 
 setColorMode(AMBIENT_DIFFUSE).

 So the correct behavior would be that the OVERRIDE in the Group makes all of 
 the children RED.
 And this is what happens as soon as you run the example.
 BUT.
 I also storre the whole database using writeNodeFile(Lighting.osg) as an 
 .osg file.
 Unfortunately when viewing the osg file osgviewer Lighting.osg the result 
 are not the same. Apparently the OVERRIDE flag on the material attribute is 
 not saved
 and the children are not red anymore, but maintain their own materials.
 Strangely enough if you save the file to .ive instead of .osg everything 
 works fine.
 I think doeas this also when setting other Attributes. It seams the .osg file 
 format can not save correctly the whole database state.

 Below is the code
 Dimi


 // Viewer Example, A minimal OSG viewer
  #include osgDB/WriteFile
 #include osg/Notify
 #include osgViewer/Viewer
 #include osgDB/ReadFile
 #include osg/MatrixTransform
 #include osg/Geode
 #include osg/Geometry
 #include osg/StateSet
 #include osg/StateAttribute
 #include osg/CullFace
 #include osg/Point
 #include osg/Light
 #include osg/LightSource
 #include osg/Material
 #include osg/PolygonMode
 #include osg/Notify

 int
 main( int, char ** )
 {
// Create a Viewer.
osgViewer::Viewer viewer;

// ROOT NODE CREATE A RED MATERIAL
osg::ref_ptrosg::Group root = new osg::Group;
{
osg::StateSet* state2 = root-getOrCreateStateSet();

osg::ref_ptrosg::Material mat2 = new osg::Material;
mat2-setDiffuse( osg::Material::FRONT,
osg::Vec4( 1.f, 0.f, 0.f, 1.f ) );
mat2-setSpecular( osg::Material::FRONT,
osg::Vec4( 1.f, 0.f, 1.f, 1.f ) );
mat2-setShininess( osg::Material::FRONT, 128.f );
state2-setAttributeAndModes( mat2.get() , osg::StateAttribute::ON | 
 osg::StateAttribute::OVERRIDE);
}

//CREATE 2 CHILDREN AND APPLY LOCAL MATERIALS
osg::ref_ptrosg::Node lozenge = osgDB::readNodeFile( axes.osg );
if (!lozenge.valid())
{
osg::notify( osg::FATAL )  Unable to load data file. Exiting.  
 std::endl;
return 0;
}
{
osg::ref_ptrosg::MatrixTransform mt = new osg::MatrixTransform;
osg::Matrix m;
m.makeTranslate( osg::Vec3( -4.f, -1.f, 1.f ) );
mt-setMatrix( m );

osg::StateSet* state = mt-getOrCreateStateSet();
osg::ref_ptrosg::Material mat = new osg::Material;
mat-setDiffuse( osg::Material::FRONT,
osg::Vec4( 0.f, 0.f, 0.f, 1.f ) );
mat-setSpecular( osg::Material::FRONT,
osg::Vec4( 1.f, 1.f, 1.f, 1.f ) );
mat-setShininess( osg::Material::FRONT, 128.f );
state-setAttribute( mat.get());

mt-addChild( lozenge.get() );
root-addChild( mt.get() );
}

{
osg::ref_ptrosg::MatrixTransform mt = new osg::MatrixTransform;
osg::Matrix m;
m.makeTranslate( osg::Vec3( 4.f, -1.f, 1.f 

[osg-users] Could not create GraphicsContext using static osg libs?

2008-07-09 Thread Leeten
Hi, 
 
   I’m building OSG 2.4 under Win32 Static Link Debug. I followed the 
“Win32 static link” 
(http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/Win32StaticLink)
 to config my VC 2003.net. After I built core static libs, I built the 
osgviewerMFC example and here is the problem: it can not create GraphicsContext.
   The code is followed:
   /// MFC_OSG.cpp
osg::GraphicsContext* gc = 
osg::GraphicsContext::createGraphicsContext(traits.get());
The above gc was 0.
 
And I trace the core code, in GraphicsContext.cpp, line 44:
static ref_ptrGraphicsContext::WindowingSystemInterface 
s_WindowingSystemInterface;
return s_WindowingSystemInterface;
The above s_ WindowingSystemInterface was 0.
 
I’ve no idea to solve this problem, could anyone give me some suggestion?
Thanks very much.

2008-07-09 



Leeten 
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Re: [osg-users] Cygwin compiled version from Svn will only load and convert osg files and not gif files - any thoughts?

2008-07-09 Thread Alberto Luaces
Hi Brian,

El Miércoles 09 Julio 2008ES 00:32:28 Brian Keener escribió:
 Any thoughts why no data is loaded - other programs on the system
 (Windows XP but running osg in Cygwin) seem to recognize it as a gif.

osgconv only works with 3D data files. osgviewer also expects a 3D file, but 
if you use the --image option, it will create a textured quad with the 
image in order to show it to you on the screen.
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[osg-users] Camera shaking

2008-07-09 Thread Vincent Bourdier
Hi all,

I have a similar problem than
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-June/012275.htmlbut
I did not succed to solve the problem...

This is the whole problem :

I've done a manipulator (matrix manipulator), which permit to make the
camera follow a node.
The node is moved by an UpdateCallback on a other node.
The manipulator's camera position is computed in a _frame() method :

bool MyManipulator::handle(const osgGA::GUIEventAdapter ea,
 osgGA::GUIActionAdapter us){
 [...]
 case(osgGA::GUIEventAdapter::FRAME):
 _frame();
 [...]
 }


In the frame method, I get the world position of the node, and set the
camera's position doing something like this :

osg::Matrixd MyManipulator::getInverseMatrix() const{
 return
 osg::Matrixd::translate(_eye+_vCorrectionGoto)*osg::Matrixd::rotate((_rotation).inverse());
 }


with eye = eye + node_translation

my render loop is :

while(!pViewer-done()  !masterKilled )
  {
  pViewer-advance();
  pViewer-eventTraversal();
  pViewer-updateTraversal();

  actionBetweenFrames(contextID); //just update some node in the
 scene graph (switch add and remove child)
  pViewer-renderingTraversals();
   }


But when I put the camera behind a node, the camera is shaking in the axis
translation (not allong Z axis when node is moving in XY plane)... It looks
something must un-synchronized...

Any idea ?

thanks.

Regards,

Vincent
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[osg-users] Any example about OSG + PhysX?

2008-07-09 Thread yan wei
Hello ,
I'm working on a simulation project,using OSG and PhysX.
Unfortunately,I am not famaliar with both of them. So, is there any example
utilizing OSG and PhysX ?
Anyone know how to do it, or have an example to share?

Best regards,

Moumoumou
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Re: [osg-users] Camera shaking

2008-07-09 Thread Vincent Bourdier
I found one solution :

after verifications the sequence is :
 * viewer-advance()
 * manipulator-_frame() : compute camera position
 * viewer-event()
 * callback : node moving
 * manipulator-getinversematrix : set camera position
 * ...

so the position of the camera is computed before node is moved...

To solve it, I just add a _frame() call just before the
manipulator-getInverseMatrix...

If anyone have the same problem, it can be the solution.

If anyone have a better idea, I am always curious to know it.

Thanks,

Regards,
Vincent.

2008/7/9 Vincent Bourdier [EMAIL PROTECTED]:

 Hi all,

 I have a similar problem than
 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-June/012275.htmlbut
  I did not succed to solve the problem...

 This is the whole problem :

 I've done a manipulator (matrix manipulator), which permit to make the
 camera follow a node.
 The node is moved by an UpdateCallback on a other node.
 The manipulator's camera position is computed in a _frame() method :

 bool MyManipulator::handle(const osgGA::GUIEventAdapter ea,
 osgGA::GUIActionAdapter us){
 [...]
 case(osgGA::GUIEventAdapter::FRAME):
 _frame();
 [...]
 }


 In the frame method, I get the world position of the node, and set the
 camera's position doing something like this :

 osg::Matrixd MyManipulator::getInverseMatrix() const{
 return
 osg::Matrixd::translate(_eye+_vCorrectionGoto)*osg::Matrixd::rotate((_rotation).inverse());
 }


 with eye = eye + node_translation

 my render loop is :

 while(!pViewer-done()  !masterKilled )
  {
  pViewer-advance();
  pViewer-eventTraversal();
  pViewer-updateTraversal();

  actionBetweenFrames(contextID); //just update some node in
 the scene graph (switch add and remove child)
  pViewer-renderingTraversals();
   }


 But when I put the camera behind a node, the camera is shaking in the axis
 translation (not allong Z axis when node is moving in XY plane)... It looks
 something must un-synchronized...

 Any idea ?

 thanks.

 Regards,

 Vincent

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Re: [osg-users] Any example about OSG + PhysX?

2008-07-09 Thread Michael Bosse'
So long as your database coordinates and your physics coordinates are
the same, the best thing to do is to use a PositionAttitudeTransform
for each actor, and update it if the physics actor it is linked to
changed last frame.

On Wed, Jul 9, 2008 at 4:27 AM, yan wei [EMAIL PROTECTED] wrote:
 Hello ,
 I'm working on a simulation project,using OSG and PhysX.
 Unfortunately,I am not famaliar with both of them. So, is there any example
 utilizing OSG and PhysX ?
 Anyone know how to do it, or have an example to share?

 Best regards,

 Moumoumou

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body, with the seditions of the city, with the discords of families.
- Tacitus

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enterprise. - Tacitus

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temporary safety deserve neither liberty nor safety. - Benjamin
Franklin

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Re: [osg-users] Camera shaking

2008-07-09 Thread Per Nordqvist
Hi Vincent,

Just a guess:
You may want to doublecheck that actionBetweenFrames is not switching
the node which contains the update callback. That could cause all kinds
of shaking.

Regards,

/Per

2008/7/9 Vincent Bourdier [EMAIL PROTECTED]:
 Hi all,

 I have a similar problem than
 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-June/012275.html
 but I did not succed to solve the problem...

 This is the whole problem :

 I've done a manipulator (matrix manipulator), which permit to make the
 camera follow a node.
 The node is moved by an UpdateCallback on a other node.
 The manipulator's camera position is computed in a _frame() method :

 bool MyManipulator::handle(const osgGA::GUIEventAdapter ea,
 osgGA::GUIActionAdapter us){
 [...]
 case(osgGA::GUIEventAdapter::FRAME):
 _frame();
 [...]
 }

 In the frame method, I get the world position of the node, and set the
 camera's position doing something like this :

 osg::Matrixd MyManipulator::getInverseMatrix() const{
 return
 osg::Matrixd::translate(_eye+_vCorrectionGoto)*osg::Matrixd::rotate((_rotation).inverse());
 }

 with eye = eye + node_translation

 my render loop is :

 while(!pViewer-done()  !masterKilled )
  {
  pViewer-advance();
  pViewer-eventTraversal();
  pViewer-updateTraversal();

  actionBetweenFrames(contextID); //just update some node in
 the scene graph (switch add and remove child)
  pViewer-renderingTraversals();
   }

 But when I put the camera behind a node, the camera is shaking in the axis
 translation (not allong Z axis when node is moving in XY plane)... It looks
 something must un-synchronized...

 Any idea ?

 thanks.

 Regards,

 Vincent

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Re: [osg-users] Any example about OSG + PhysX?

2008-07-09 Thread Sergey Kurdakov
Hello  Yan Wei

OSG and PhysX

take a look at Delta3D engine. It uses both osg and PhysX and has examples.

Sergey

On Wed, Jul 9, 2008 at 12:27 PM, yan wei  wrote:

 Hello ,
 I'm working on a simulation project,using OSG and PhysX.

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Re: [osg-users] Crash with getGLVersionNumber()

2008-07-09 Thread Robert Osfield
Hi Jereme,

This suggests that the graphics code is being called from a thread
without a graphics context current.  You'll need to do a makeCurrent
in the windowing code before you call the OSG.

Robert.

On Tue, Jul 8, 2008 at 7:19 PM, Jerome Latapie [EMAIL PROTECTED] wrote:
 Hi All



 I am on windows xp and I am using osg 2.4.0 and qt 3.3.8

 I use the GraphicsWindowEmbedded to set the graphicsContext.



 I have a crash in osg::getGLVersionNumber() when I try to draw my SceneView.

 My GL_VERSION variable seems not to be set.



 Have you any idea what I am doing wrong ?



 Thanks, Jerome



 Jerome Latapie

 Program Manager - Advanced User Interface

 Work : + 1 248 614 2400 ext 407

 Cell : + 1 248 245 3503

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Re: [osg-users] NPOT Textures

2008-07-09 Thread Robert Osfield
Hi Jim,

It's the rendering thread that does the resize, and does so using glu,
something that can only be called from a thread with a valid graphics
context.

To do rescale in a loader we'd need to implement scaling without the use of glu.

The other alternative is to just use the non power of two texture extension.

Robert.

On Wed, Jul 9, 2008 at 1:47 AM, Jim Vaughan [EMAIL PROTECTED] wrote:

 Hi,

 I have a related question; it seems that my textures are scaled as they
 are loaded, for example if I move the camera, I get messages like:
 8)
 Scaling image 'D:\DOTSModels\kmz\images\texture0.JPG' from (1600,1200) to 
 (1024,
 1024)

 Is there an easy way to cause all textures to be loaded and rescaled as the
 model is loaded?

 Thanks,
 Jim

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf
 Of Robert Osfield
 Sent: Monday, July 07, 2008 6:50 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] NPOT Textures

 Hi Paul,

 On Mon, Jul 7, 2008 at 1:15 PM,  [EMAIL PROTECTED] wrote:
  If my hardware supports NPOT textures, how do I turn off
 resizeNonPowerOfTwo when loading an OpenFlight file?
  I don't see an easy way to do this..

 Using NPOT textures is only sensible to on hardware that genuinely
 supports it, otherwise it can force one down it software rendering.
 The Nvidia Gefore 6 series onwards all support proper NPOT.   I don't
 know the status of ATI yet though.

 As for disable the automatic resize of non power of two textures,
 you'll need to write a NodeVisitor that goes through the scene graph
 and calls texture-setResizeNonPowerOfTwoHint(false);.  Perhaps the
 easiest step would be to be to extend the
 osgUtil::Optimizer::TextureVisitor so that it has an option for
 setting this value on/off, as this visitor already finds all the
 textures for you.

 Robert.
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Re: [osg-users] Could not create GraphicsContext using static osg libs?

2008-07-09 Thread Robert Osfield
Hi Leeten,

You'll need to make sure that the GraphicsWindowWin32 symbols are
linked into your app.

Have a look at the osgstaticviewer example for guidance on how to pull
in the required symbols.

Robert.

2008/7/9 Leeten [EMAIL PROTECTED]:
 Hi,



I'm building OSG 2.4 under Win32 Static Link Debug. I followed the
 Win32 static link
 (http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/Win32StaticLink)
 to config my VC 2003.net. After I built core static libs, I built the
 osgviewerMFC example and here is the problem: it can not create
 GraphicsContext.

The code is followed:

/// MFC_OSG.cpp

 osg::GraphicsContext* gc =
 osg::GraphicsContext::createGraphicsContext(traits.get());

 The above gc was 0.



 And I trace the core code, in GraphicsContext.cpp, line 44:

 static ref_ptrGraphicsContext::WindowingSystemInterface
 s_WindowingSystemInterface;

 return s_WindowingSystemInterface;

 The above s_ WindowingSystemInterface was 0.



 I've no idea to solve this problem, could anyone give me some suggestion?

 Thanks very much.


 2008-07-09
 
 Leeten
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Re: [osg-users] how to disable zbuffer

2008-07-09 Thread David _

thanks, that worked for me

 Date: Tue, 8 Jul 2008 11:18:44 -0400
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] how to disable zbuffer
 
 Hi David,
 
  You just need to disable GL_DEPTH_TEST for the desired object(s).
 
 or
 
stateSet-setAttributeAndModes(new osg::Depth(osg::Depth::ALWAYS),
osg::StateAttribute::ON);
 
 J-S
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  http://whitestar02.webhop.org/
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Re: [osg-users] osg file format BUG

2008-07-09 Thread Robert Osfield
Hi Dimi,

On Wed, Jul 9, 2008 at 8:16 AM, dimi christop [EMAIL PROTECTED] wrote:
 Thanks for the clarification, and as I mentioned the  StateAttributes 
 OVERRIDE/PROTECTED
 works for .ive formats. Knowing that .osg has these kinds of limitations, 
 might save you a few frustrating moments.
 Where could this missing feature be noted/documented on the webpage?

I don't think the wiki has a page for file format issues, there is a
bug resolution page on the wiki section.  I'm just another
contributors when it comes to the wiki I'm afraid so don't have a full
and clear mapping of it in my head.

 Are you aware of any other properties that the .osg fiel format does not 
 support in contradiction to the .ive format?

Where to start we'll .ive and .osg are quite different beasts, the
.ive plugin is self contained and non extensible, the .osg is an
extensible ascii format is supported across a range of plugin, one per
NodeKit.  In certain areas you can compare them 1 to 1, but for most
of their functionality your can't.

In the long term I want to replace the current .osg/.ive associated
plugins with a single scene graph serialization scheme that can work
in binary or ascii.  This would not be compatible with the exsting
.osg/.ive but would address much of the issue in consistency and
extensibility.

Robert.
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[osg-users] unsubscribe

2008-07-09 Thread Toygar Abak


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Re: [osg-users] unsubscribe

2008-07-09 Thread Gordon Tomlinson
YOU need to go here
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org to
unsubscribe

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Email   : [EMAIL PROTECTED]
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-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Toygar Abak
Sent: Wednesday, July 09, 2008 6:32 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] unsubscribe


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[osg-users] SVN compile error

2008-07-09 Thread hesicong2006




Hi, Robert,
    I just checked out the lastest SVN version, but it has some compile
error ralated to KdTree.cpp in Wrapper osg:
    line
128: getBounindingBox is not a member of osg::KdTree
    this should be a wrong typing of getBoundingBox, I correct it and
it builds well.

    And another problem also in Wrapper osg after fix the above problem:
    Unsoloved external symbol: "public: __thiscall
osg::KdTree::BuildOptions::BuildOptions(void)"
([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED])
    This symbol is referenced by "public: static class
osgIntrospection::Value __cdecl
osgIntrospection::ValueInstanceCreatorstruct
osg::KdTree::BuildOptions::create(void)"
([EMAIL PROTECTED]@[EMAIL PROTECTED]@osg@@@osgIntrospection@@[EMAIL PROTECTED]@XZ)

Please check it! Thanks!

Hesicong
2008-7-9






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Re: [osg-users] NPOT Textures

2008-07-09 Thread Garrett Potts

Hello All:

I use a custom visitor to enable a non power of 2 support.  This is  
very common from models I have seen from Google Sketchup.  I have ran  
across a number of non power of 2 textures and this seems to work  
nicely.  For some modes though, and I forget which,  it will still  
compute a power of 2 texture and I think this depends on the graphics  
card (Texture mirroring mode?).  I have an ATI card and it seems in  
OSG logic there are certain combinations of texture modes that still  
will cause a NPOT to be converted to a POT based on the testing of  
graphics card capabilities and assumptions.



Take care

Garrett


Hi Jim,

It's the rendering thread that does the resize, and does so using glu,
something that can only be called from a thread with a valid graphics
context.

To do rescale in a loader we'd need to implement scaling without the  
use of glu.


The other alternative is to just use the non power of two texture  
extension.


Robert.

On Wed, Jul 9, 2008 at 1:47 AM, Jim Vaughan [EMAIL PROTECTED] wrote:


Hi,

I have a related question; it seems that my textures are scaled as  
they

are loaded, for example if I move the camera, I get messages like:
8)
Scaling image 'D:\DOTSModels\kmz\images\texture0.JPG' from  
(1600,1200) to (1024,

1024)

Is there an easy way to cause all textures to be loaded and  
rescaled as the

model is loaded?

Thanks,
Jim


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Robert Osfield
Sent: Monday, July 07, 2008 6:50 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] NPOT Textures

Hi Paul,

On Mon, Jul 7, 2008 at 1:15 PM,  [EMAIL PROTECTED] wrote:

If my hardware supports NPOT textures, how do I turn off

resizeNonPowerOfTwo when loading an OpenFlight file?

I don't see an easy way to do this..


Using NPOT textures is only sensible to on hardware that genuinely
supports it, otherwise it can force one down it software rendering.
The Nvidia Gefore 6 series onwards all support proper NPOT.   I  
don't

know the status of ATI yet though.

As for disable the automatic resize of non power of two textures,
you'll need to write a NodeVisitor that goes through the scene graph
and calls texture-setResizeNonPowerOfTwoHint(false);.  Perhaps the
easiest step would be to be to extend the
osgUtil::Optimizer::TextureVisitor so that it has an option for
setting this value on/off, as this visitor already finds all the
textures for you.

Robert.
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Re: [osg-users] SVN compile error

2008-07-09 Thread Robert Osfield
Hi Hesicong,

The wrappers are just out of date, I've just run genwrappers, the
update is now checked in.

Robert.

On Wed, Jul 9, 2008 at 12:15 PM, hesicong2006 [EMAIL PROTECTED] wrote:
 Hi, Robert,
 I just checked out the lastest SVN version, but it has some compile
 error ralated to KdTree.cpp in Wrapper osg:

 line 128: getBounindingBox is not a member of osg::KdTree

 this should be a wrong typing of getBoundingBox, I correct it and it
 builds well.

 And another problem also in Wrapper osg after fix the above problem:
 Unsoloved external symbol: public: __thiscall
 osg::KdTree::BuildOptions::BuildOptions(void)
 ([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED])
 This symbol is referenced by public: static class
 osgIntrospection::Value __cdecl
 osgIntrospection::ValueInstanceCreatorstruct
 osg::KdTree::BuildOptions::create(void)
 ([EMAIL PROTECTED]@[EMAIL PROTECTED]@osg@@@osgIntrospection@@[EMAIL 
 PROTECTED]@XZ)

 Please check it! Thanks!

 Hesicong
 2008-7-9



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[osg-users] joystick support

2008-07-09 Thread Benoît Poulard
Hi,
I need to add a joystick support in my application.
I want to add a new event handler to manage the joystick.
What is the best way to do this with OSG 2.4?

Thank's

Ben
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[osg-users] osgText background

2008-07-09 Thread Vincent Bourdier
Hi all,

I'm looking at a way to put a geometry (planar surface) as background of an
osgText...

I was thinking on a mix between billboard geode, and something else to
manage the geometry to have the size constant in screen coordinates... but
no way to do it as simply as osgText !

Is there any implementation approaching what I intend to do ? I hope yes...

else...
Am I obliged to implement my self something from zero ? any idea to do it
more faster ?
Is it interesting for OSG to have this as a new feature for osgText::text ?

thanks,

regards,

Vincent
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[osg-users] Extract an embedded texture from an .ive

2008-07-09 Thread Doug

Hi,

I have a model in .ive format with an embedded texture. I need to bring 
the model into 3dsMax to work on it. I can use osgconv to convert it to 
one of several different formats that Max can import (obj, dae, etc.), 
but I also need the texture that is embedded. Can anyone point me in the 
right direction as to how to extract a texture that is embedded in an 
.ive file?


Thanks,

Doug
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[osg-users] animated 3d model loading

2008-07-09 Thread Mark Henderson
Hi,

I'm trying to load a .max file with an animated skeleton and a skin.  When I
run the exporter from .max to .osg (with default settings), then load it in
my app, The skeleton renders and is animated, while the skin is stationary.

I looked into it a bit and found a couple of mentions of osgCal, but the
latest version I can find of that is more then a year old, and it isn't on
the plugins area of the osg site.

Should I need to get a second plugin to make the animation work, or am I
doing something wrong with the .max exporter?  Do I need to do something to
the .max file?

I noticed the osgCollada importer in the plugins section, should I go for
that instead of osgCal?

Thanks,
Mark
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Re: [osg-users] animated 3d model loading

2008-07-09 Thread Gordon Tomlinson
The Collada import plug-in for OSG does not support skeleton/skinning at
this time...
 
So not a route you could really use unless you want to add support to the
Collada plug-in ;)
 
 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark
Henderson
Sent: Wednesday, July 09, 2008 9:42 AM
To: OpenSceneGraph Users
Subject: [osg-users] animated 3d model loading


Hi,

I'm trying to load a .max file with an animated skeleton and a skin.  When I
run the exporter from .max to .osg (with default settings), then load it in
my app, The skeleton renders and is animated, while the skin is stationary.

I looked into it a bit and found a couple of mentions of osgCal, but the
latest version I can find of that is more then a year old, and it isn't on
the plugins area of the osg site.

Should I need to get a second plugin to make the animation work, or am I
doing something wrong with the .max exporter?  Do I need to do something to
the .max file? 

I noticed the osgCollada importer in the plugins section, should I go for
that instead of osgCal?

Thanks,
Mark

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Re: [osg-users] joystick support

2008-07-09 Thread Alberto Luaces
Hi Ben,

El Miércoles 09 Julio 2008ES 14:33:33 Benoît Poulard escribió:
 Hi,
 I need to add a joystick support in my application.
 I want to add a new event handler to manage the joystick.
 What is the best way to do this with OSG 2.4?

There is an interesting thread on the archives:

http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/11543

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Re: [osg-users] animated 3d model loading

2008-07-09 Thread Mark Henderson
.

Are there any plugins that do support it?

-Mark

On Wed, Jul 9, 2008 at 9:58 AM, Gordon Tomlinson 
[EMAIL PROTECTED] wrote:

  The Collada import plug-in for OSG does not support skeleton/skinning at
 this time...

 So not a route you could really use unless you want to add support to the
 Collada plug-in ;)



  --
 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Mark Henderson
 *Sent:* Wednesday, July 09, 2008 9:42 AM
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] animated 3d model loading

 Hi,

 I'm trying to load a .max file with an animated skeleton and a skin.  When
 I run the exporter from .max to .osg (with default settings), then load it
 in my app, The skeleton renders and is animated, while the skin is
 stationary.

 I looked into it a bit and found a couple of mentions of osgCal, but the
 latest version I can find of that is more then a year old, and it isn't on
 the plugins area of the osg site.

 Should I need to get a second plugin to make the animation work, or am I
 doing something wrong with the .max exporter?  Do I need to do something to
 the .max file?

 I noticed the osgCollada importer in the plugins section, should I go for
 that instead of osgCal?

 Thanks,
 Mark

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Re: [osg-users] animated 3d model loading

2008-07-09 Thread Gordon Tomlinson
I thought osgCAL did, but I'm not a user of osgCAl so my understanding of it
is extremely limited to what I have seen on the this list..

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark
Henderson
Sent: Wednesday, July 09, 2008 10:15 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] animated 3d model loading


.

Are there any plugins that do support it?

-Mark


On Wed, Jul 9, 2008 at 9:58 AM, Gordon Tomlinson
[EMAIL PROTECTED] wrote:


The Collada import plug-in for OSG does not support skeleton/skinning at
this time...
 
So not a route you could really use unless you want to add support to the
Collada plug-in ;)
 
 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark
Henderson
Sent: Wednesday, July 09, 2008 9:42 AM
To: OpenSceneGraph Users
Subject: [osg-users] animated 3d model loading


Hi,

I'm trying to load a .max file with an animated skeleton and a skin.  When I
run the exporter from .max to .osg (with default settings), then load it in
my app, The skeleton renders and is animated, while the skin is stationary.

I looked into it a bit and found a couple of mentions of osgCal, but the
latest version I can find of that is more then a year old, and it isn't on
the plugins area of the osg site.

Should I need to get a second plugin to make the animation work, or am I
doing something wrong with the .max exporter?  Do I need to do something to
the .max file? 

I noticed the osgCollada importer in the plugins section, should I go for
that instead of osgCal?

Thanks,
Mark


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Re: [osg-users] joystick support

2008-07-09 Thread HUBERT Zoltan
Benoît Poulard wrote on Wednesday 09 July 2008:
 I need to add a joystick support in my application.
 I want to add a new event handler to manage the joystick.
 What is the best way to do this with OSG 2.4?

SDL: that's what Robert answered me to this same question

And true, it works easy. SDL is good for that.
And no, you shouldn't use osgviewerSDL (because of threading 
issues)

bye

Zoltán




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Re: [osg-users] osg and wxwidgets resizing

2008-07-09 Thread James Dickson
I am on Windows, I will try at some point to see if I get the same behaviour
on Linux.

2008/7/9 Ulrich Hertlein [EMAIL PROTECTED]:

 Hi,

 James Dickson wrote:

 I have been trying out osg with wxwidgets, specifically playing with the
 osgViewerWX sample, and was wondering if it is possible
 to somehow maintain rendering whilst the wxFrame is resized. At the moment
 when the wxFrame is made bigger the rendering area
 is not redrawn until the next idle event, meaning it looks like the app
 has failed in someway (obviously it hasn't) until it is updated.


 Are you on Windows?  I found that the behaviour of wx is rather different
 on different platforms.  E.g. Linux does redraw while resizing and also
 while a menu is open, MacOS X does not.

 Does anyone have experience running wxWidgets with OpenGL draw in a
 separate thread?

 /ulrich
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-- 
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Re: [osg-users] osg file format BUG

2008-07-09 Thread Paul Martz
 Thanks for the clarification, and as I mentioned the  
 StateAttributes OVERRIDE/PROTECTED works for .ive formats. 
 Knowing that .osg has these kinds of limitations, might save 
 you a few frustrating moments.

I think it's incorrect to characterize this as a limitation of the .osg
format. The .osg format is quite capable of supporting this. It is simply an
unimplemented feature or bug. If this is inhibiting your work with OSG, you
could track it down and fix it.

 Are you aware of any other properties that the .osg fiel 
 format does not support in contradiction to the .ive format?

One I just discovered: The new setNestRenderBins() StateSet value is not
saved in .osg -- and it's also not in .ive. The person who submitted this
feature simply failed to implement either .osg or .ive support.

As Robert said, the code for writing .osg and .ive are separate, so it is
probable that the two sets of supported features are distinct. Ideally, they
would support an identical set of functionality. Robert's idea to replace
these plugins with new code that supports both binary and ASCII output is a
possible solution.
   -Paul

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[osg-users] osg::Texture and stateSets

2008-07-09 Thread ka Ming
Hi,
I got a Probel with osg Files, the File structure looks like:
Group{
Geode{
Geometry{
StateSet{
Texture{
}
}
}
}
Geode{
Geometry{
StateSet{
Texture{
}
}
}
}
}
The problem is if I try to traverse my SceneGraph I get the names of my geodes, 
but if I check the TextureAttributeList
osg::StateSet::TextureAttributeList texAttrList = stateSet- 
getTextureAttributeList();
this list is empty. Why is this List empty, did I forget something? I want to 
access all Textures!!
Thanks
Ming


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Re: [osg-users] joystick support

2008-07-09 Thread Benoît Poulard
thank you both for your answer,

I want to use plib in order to manage joystick, and integrate it with OSG by
an event handler.
I read thread that Alberto Luaces has posted,and  I see that osg provides
only mouse/keybroard handler interface.

I will try to make my own OsgJoystickEventHandler based on plib.

If I look into osgGA, osgGA::GUIEventHandler is based on osg::NodeCallback
and osg::Drawable::EventCallback.
 Is it necessary to make a subclass of osg::NodeCallback and
osg::Drawable::EventCallback??
Thank's


2008/7/9 HUBERT Zoltan [EMAIL PROTECTED]:

 Benoît Poulard wrote on Wednesday 09 July 2008:
  I need to add a joystick support in my application.
  I want to add a new event handler to manage the joystick.
  What is the best way to do this with OSG 2.4?

 SDL: that's what Robert answered me to this same question

 And true, it works easy. SDL is good for that.
 And no, you shouldn't use osgviewerSDL (because of threading
 issues)

 bye

 Zoltán




 --
 

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Re: [osg-users] animated 3d model loading

2008-07-09 Thread Cedric Pinson
There is only osgCal to animate skinned model in osg today, there is 
some effort to add new solution but not ready yet.


Cedric

Gordon Tomlinson wrote:
I thought osgCAL did, but I'm not a user of osgCAl so my understanding 
of it is extremely limited to what I have seen on the this list..



*From:* [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] *On Behalf Of 
*Mark Henderson

*Sent:* Wednesday, July 09, 2008 10:15 AM
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] animated 3d model loading

.

Are there any plugins that do support it?

-Mark

On Wed, Jul 9, 2008 at 9:58 AM, Gordon Tomlinson 
[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote:


The Collada import plug-in for OSG does not support
skeleton/skinning at this time...
 
So not a route you could really use unless you want to add support

to the Collada plug-in ;)
 
 



*From:* [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]] *On Behalf Of
*Mark Henderson
*Sent:* Wednesday, July 09, 2008 9:42 AM
*To:* OpenSceneGraph Users
*Subject:* [osg-users] animated 3d model loading

Hi,

I'm trying to load a .max file with an animated skeleton and a
skin.  When I run the exporter from .max to .osg (with default
settings), then load it in my app, The skeleton renders and is
animated, while the skin is stationary.

I looked into it a bit and found a couple of mentions of osgCal,
but the latest version I can find of that is more then a year old,
and it isn't on the plugins area of the osg site.

Should I need to get a second plugin to make the animation work,
or am I doing something wrong with the .max exporter?  Do I need
to do something to the .max file?

I noticed the osgCollada importer in the plugins section, should I
go for that instead of osgCal?

Thanks,
Mark

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Re: [osg-users] animated 3d model loading

2008-07-09 Thread Mark Henderson
Is there a better place to get osgCAL then http://osgcal.sourceforge.net/?

The site there hasn't been touched since May 2007, I'm hoping there's a more
recent version.

-Mark

On Wed, Jul 9, 2008 at 11:17 AM, Cedric Pinson [EMAIL PROTECTED]
wrote:

 There is only osgCal to animate skinned model in osg today, there is some
 effort to add new solution but not ready yet.

 Cedric

 Gordon Tomlinson wrote:

 I thought osgCAL did, but I'm not a user of osgCAl so my understanding of
 it is extremely limited to what I have seen on the this list..

 
 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Mark Henderson
 *Sent:* Wednesday, July 09, 2008 10:15 AM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] animated 3d model loading

 .

 Are there any plugins that do support it?

 -Mark

 On Wed, Jul 9, 2008 at 9:58 AM, Gordon Tomlinson 
 [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote:

The Collada import plug-in for OSG does not support
skeleton/skinning at this time...
So not a route you could really use unless you want to add support
to the Collada plug-in ;)


  
*From:* [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]] *On Behalf Of
*Mark Henderson
*Sent:* Wednesday, July 09, 2008 9:42 AM
*To:* OpenSceneGraph Users
*Subject:* [osg-users] animated 3d model loading

Hi,

I'm trying to load a .max file with an animated skeleton and a
skin.  When I run the exporter from .max to .osg (with default
settings), then load it in my app, The skeleton renders and is
animated, while the skin is stationary.

I looked into it a bit and found a couple of mentions of osgCal,
but the latest version I can find of that is more then a year old,
and it isn't on the plugins area of the osg site.

Should I need to get a second plugin to make the animation work,
or am I doing something wrong with the .max exporter?  Do I need
to do something to the .max file?

I noticed the osgCollada importer in the plugins section, should I
go for that instead of osgCal?

Thanks,
Mark

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[osg-users] CFP: OpenSceneGraph BOF @ SIGGRAPH, Wed Aug 13 noon

2008-07-09 Thread Mike Weiblen
Hi all,

Call for Presenters at the OSG BOF

It's that time again, to invite folks to show off their latest and
greatest OSG-related work at the OpenSceneGraph Birds-of-a-Feather
gathering.

http://www.siggraph.org/s2008/attendees/birds/

Our venue is the Los Angeles Convention Center, Wed Aug 13, Room 501A,
Noon - 1 pm (immediately following and in the same room as the DIVERSE
BOF, and the same day as the OpenGL BOF)

Given we have 1 hour, we split that into a presentation section of no more
than 1/2 hour, leaving the remainder of the hour for informal
discussion/demo/socializing time.

To allow for several presenters, presentations are kept short, limited to
5 minutes, to give a brief tasty overview of your topic to the entire
group.  After the formal presentation section, everyone is encouraged pick
a spot in the room to continue to demo and discuss with folks during the
informal social mingling time.

Please let me know if you would like sign up for one of the presentation
slots.

See you in Los Angeles!
-- mew


Mike Weiblen -- Austin Texas USA -- http://mew.cx/

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[osg-users] NodeTrackerManipulator doesn't appear to track transform nodes correctly?

2008-07-09 Thread Dickinson, Alan J.
Hello,

 

I have been working with the NodeTrackerManipulator class to follow a
PositionAttitudeTransform node. When I setTrackerNode() for the
PositionAttitudeTransform  node everything appears to configure fine
except the resultant center postion is incorrect for nodes which have
there own transformation. The computeNodeCenterAndRotation calculates
the localToWorld coordinates for this node which is the same as the
bounds center for the node itself. Therefore the nodeCenter  is equal to
its transformed center multiplied by localToWorld again. I was able to
fix the code for my case by changing:

 

Method computeNodeCenterAndRotation()

 

THIS:

if (validateNodePath())

{

nodeCenter =
osg::Vec3d(_trackNodePath.back()-getBound().center())*localToWorld;

} 

 

TO

 

 

   if (validateNodePath())

   {

  osg::Node *node = _trackNodePath.back().get();

 

  // Check if node is a transform node and just use its already
transformed center 

  osg::Transform* trans = dynamic_castosg::Transform*(node);

  if(trans)

nodeCenter = osg::Vec3d(trans-getBound().center());

  else

nodeCenter =
osg::Vec3d(node-getBound().center())*localToWorld;

   }

   else

nodeCenter = osg::Vec3d(0.0f,0.0f,0.0f)*localToWorld;

 

This seems to work for my case but I don't know if this will work for
all other cases. 

 

Should I modify the NodeTrackerManipulator class and submit the change
via the submissions process or would somebody like to take a look at
this and see if this works for all appropriate cases then submit the
change.

 

Thanks for you support on a great product.

 

Alan Dickinson

 

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Re: [osg-users] osg file format BUG

2008-07-09 Thread Mike Weiblen
On Wed, Jul 9, 2008 at 9:43 AM, Paul Martz [EMAIL PROTECTED] wrote:

 I think it's incorrect to characterize this as a limitation of the .osg
 format. The .osg format is quite capable of supporting this. It is simply an
 unimplemented feature or bug. If this is inhibiting your work with OSG, you
 could track it down and fix it.

_and_ send your fix to osg-submissions so it is fixed for everyone!

-- mew


-- 
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Re: [osg-users] NodeTrackerManipulator doesn't appear to tracktransform nodes correctly?

2008-07-09 Thread Vican, Justin E.
Hi Alan,

On a related topic, I have noticed that setting the track node to a
model with variable geometry (i.e. a model with a particle emitter)
causes the focus point to jump around a lot.  I generally insert my
loaded models into PositionAttitudeTransform nodes, and focus the node
tracker on the PAT node.  If the underlying model sub-graph has variable
geometry (particle emitters in my case), the model appears to jitter.  I
believe this is because the center of the bounding sphere is moving due
to the particles.

 

If we are going to modify the NodeTrackerManipulator as suggested below,
would it benefit anybody else to allow the tracker to focus on the
position of the PAT node rather than the center of the bounding sphere?
Just a thought.

 

Thanks,

Justin

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Dickinson, Alan J.
Sent: Wednesday, July 09, 2008 1:21 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] NodeTrackerManipulator doesn't appear to
tracktransform nodes correctly?

 

Hello,

 

I have been working with the NodeTrackerManipulator class to follow a
PositionAttitudeTransform node. When I setTrackerNode() for the
PositionAttitudeTransform  node everything appears to configure fine
except the resultant center postion is incorrect for nodes which have
there own transformation. The computeNodeCenterAndRotation calculates
the localToWorld coordinates for this node which is the same as the
bounds center for the node itself. Therefore the nodeCenter  is equal to
its transformed center multiplied by localToWorld again. I was able to
fix the code for my case by changing:

 

Method computeNodeCenterAndRotation()

 

THIS:

if (validateNodePath())

{

nodeCenter =
osg::Vec3d(_trackNodePath.back()-getBound().center())*localToWorld;

} 

 

TO

 

 

   if (validateNodePath())

   {

  osg::Node *node = _trackNodePath.back().get();

 

  // Check if node is a transform node and just use its already
transformed center 

  osg::Transform* trans = dynamic_castosg::Transform*(node);

  if(trans)

nodeCenter = osg::Vec3d(trans-getBound().center());

  else

nodeCenter =
osg::Vec3d(node-getBound().center())*localToWorld;

   }

   else

nodeCenter = osg::Vec3d(0.0f,0.0f,0.0f)*localToWorld;

 

This seems to work for my case but I don't know if this will work for
all other cases. 

 

Should I modify the NodeTrackerManipulator class and submit the change
via the submissions process or would somebody like to take a look at
this and see if this works for all appropriate cases then submit the
change.

 

Thanks for you support on a great product.

 

Alan Dickinson

 

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Re: [osg-users] How do I disable material on a node?

2008-07-09 Thread Paul Martz
Unlike OpenGL, OSG's Material class wraps both the glMaterial and
glColorMaterial features. Color Material redirects OpenGL to pick up
material lighting parameters from the primary color. So, you just need to
configure the OSG Material class to use Color Material, then lighting will
use the vertex colors.
   -Paul


 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Judie
 Sent: Wednesday, July 09, 2008 11:36 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] How do I disable material on a node?
 
 I am expecting this to work:
 
 osg::StateSet *stateSet = node-getOrCreateStateSet();
 
 
 osg::Material *material = dynamic_castosg::Material *(stateSet-
 getAttribute(osg::StateAttribute::MATERIAL));
 
 
 stateSet-setAttributeAndModes(material, osg::StateAttribute::OFF);
 
 
 I still see the material.
 
 The vertices have color values and material is something that 
 I want to be able to turn on and off. When I disable 
 lighting, then I see the vertex colors but I don't get any 
 contours of the object. I want to see the vertex colors and 
 the contours of the object but not the material properties 
 which have different colors as well as shine ...etc.
 
 I have also tried:
 stateSet-setMode(GL_COLOR_MATERIAL, osg::StateAttribute::OFF);
 
 any advice would be appreciated.
 
 Thanks,
 
 Judie
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Re: [osg-users] NodeTrackerManipulator doesn't appear to track transform nodes correctly?

2008-07-09 Thread Robert Osfield
Hi Alan,

If you need for fine grained control over what point you want to
track, then might I suggest having an optional pivot point in local
coords of the subgraph you are tracking.  This would be far more
general purpose than a hack that assumes certainly types of nodes
behave in different ways.

Robert.

On Wed, Jul 9, 2008 at 6:21 PM, Dickinson, Alan J.
[EMAIL PROTECTED] wrote:
 Hello,



 I have been working with the NodeTrackerManipulator class to follow a
 PositionAttitudeTransform node. When I setTrackerNode() for the
 PositionAttitudeTransform  node everything appears to configure fine except
 the resultant center postion is incorrect for nodes which have there own
 transformation. The computeNodeCenterAndRotation calculates the localToWorld
 coordinates for this node which is the same as the bounds center for the
 node itself. Therefore the nodeCenter  is equal to its transformed center
 multiplied by localToWorld again. I was able to fix the code for my case by
 changing:



 Method computeNodeCenterAndRotation()



 THIS:

 if (validateNodePath())

 {

 nodeCenter =
 osg::Vec3d(_trackNodePath.back()-getBound().center())*localToWorld;

 }



 TO





if (validateNodePath())

{

   osg::Node *node = _trackNodePath.back().get();



   // Check if node is a transform node and just use its already
 transformed center

   osg::Transform* trans = dynamic_castosg::Transform*(node);

   if(trans)

 nodeCenter = osg::Vec3d(trans-getBound().center());

   else

 nodeCenter = osg::Vec3d(node-getBound().center())*localToWorld;

}

else

 nodeCenter = osg::Vec3d(0.0f,0.0f,0.0f)*localToWorld;



 This seems to work for my case but I don't know if this will work for all
 other cases.



 Should I modify the NodeTrackerManipulator class and submit the change via
 the submissions process or would somebody like to take a look at this and
 see if this works for all appropriate cases then submit the change.



 Thanks for you support on a great product.



 Alan Dickinson



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[osg-users] multitextureing coordinates

2008-07-09 Thread Peter Wraae Marino
Hi users,

I have create simple quad using osg::Geometry and I would like to apply
multitextering to it.
I'm missing a way to set glMultiTexCoord using OpenSceneGraph.

Is there a way one can set glMultiTexCoord?

regards,
Peter
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Re: [osg-users] multitextureing coordinates

2008-07-09 Thread Jason Daly

Peter Wraae Marino wrote:

Hi users,
 
I have create simple quad using osg::Geometry and I would like to 
apply multitextering to it.

I'm missing a way to set glMultiTexCoord using OpenSceneGraph.
 
Is there a way one can set glMultiTexCoord?
 


Look at osg::Geometry::setTexCoordArray()

You can set a different texture coordinate array for each texture unit.

--J
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Re: [osg-users] Converting model to screen coordinates (UNCLASSIFIED)

2008-07-09 Thread Buckley, Bob CTR MDA/IC
Classification:  UNCLASSIFIED 
Caveats: NONE


I've done this in a couple different systems via a Cull callback.
Down thru the first 2 outputs, the math is correct, which was the
question.

However, I need to unproject, which breaks.
This allows me offsets in screen space, yet permits world space
callbacks, which I need.
Can someone point out why my unproject is inaccurate?
I suspect I'm missing something simple.
(disclaimer on typos as I had to type it into the email)

bool myCullCallback::cull(NodeVisitor *nodeVisitor, Drawable *drawable,
RenderInfo *renderInfo) const {
  Camera*camera = renderInfo-getView()-getCamera();
  Matrixd  modelViewMtx = *((CullVisitor *)
nodeVisitor)-getModelViewMatrix(),
  projectionMtx = camera-getProjectionMatrix(),
viewPortMtx = camera-getViewport()-computeWindowMatrix();

  Vec3d modelPosition = modelViewMtx-getTrans();
  cout  modelPosition[0]  modelPosition[1]
modelPosition[2]  endl;

  Matrixd mtx(modelViewMtx * projectionMtx * viewPortMtx);
  Vec3 v = Vec3() * mtx;
  cout  v[0]  v[1] v[2]  endl;

  Matrixd iMtx;
  iMtx.invert(mtx);

  v = v * iMtx;
  cout  v[0]  v[1] v[2]  endl  endl;

  return false;
}

I get this test output:

  -1160.6 25013.1  -1.4e6
838.6   553.98  0.999331
 16.2-0.34 -0.334

Thanks
Bob Buckley

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Per
Rosengren
Sent: Thursday, July 03, 2008 1:32 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Converting model to screen coordinates

I use an IntersectionVisitor with a customized Intersector.
The intersect function of the Intersector is called with the
IntersectionVisitor as argument. The IntersectionVisitor has all the
matrices I need:

I call this function from the intersect function:



/** compute the matrix that takes this Intersector from its
 *  CoordinateFrame into the local MODEL coordinate frame
 *  that geometry in the scene graph will always be in.
 */
void EdgeFinderProjectFind::locateCamera( osgUtil::IntersectionVisitor
iv,
osg::Geometry* geometry )
{
  _modelToWindowMatrix.identity();
  if (iv.getWindowMatrix())
_modelToWindowMatrix.preMult( *iv.getWindowMatrix() );
  if (iv.getProjectionMatrix())
_modelToWindowMatrix.preMult( *iv.getProjectionMatrix() );
  if (iv.getViewMatrix())
_modelToWindowMatrix.preMult( *iv.getViewMatrix() );
  if (iv.getModelMatrix())
_modelToWindowMatrix.preMult( *iv.getModelMatrix() ); }



Later I use this to get the window coordinates:

pWindow0 = p0 * _modelToWindowMatrix;




Per Rosengren


Helbig, Yuen wrote:
 Hello,
  
 I'm trying to convert from model coordinates to screen coordinates 
 with the following code:
  
 // Compute the model to screen transformation matrix
 osgUtil::SceneView* sv = m_sHandler-getSceneView(); osg::Matrix 
 modelView = sv-getViewMatrix(); osg::Matrix projection =
 sv-getProjectionMatrix(); osg::Matrix window = 
 sv-getViewport()-computeWindowMatrix();
 osg::Matrix MVPW = modelView * projection * window;
  
 // convert a point in model coordinates to screen coordinates
 osg::Vec3 screenPoint = modelPoint * MVPW;
  
  
 The resulting screen coordinate point is correct in the x-dimension, 
 but scaled down incorrectly in the y-dimension.  The only point that 
 is correct is the center point of the model.
  
 Am I missing a matrix somewhere?  or does anyone have an alternate 
 method of doing this?
  
  
 Yuen Helbig
  
  
  
 
 
 --
 --
 
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Classification:  UNCLASSIFIED 
Caveats: NONE

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Re: [osg-users] Extract an embedded texture from an .ive

2008-07-09 Thread Luigi Calori

Doug wrote:


Hi,

I have a model in .ive format with an embedded texture. I need to 
bring the model into 3dsMax to work on it. I can use osgconv to 
convert it to one of several different formats that Max can import 
(obj, dae, etc.), but I also need the texture that is embedded. Can 
anyone point me in the right direction as to how to extract a texture 
that is embedded in an .ive file?


try osgconv -O OutputTextureFiles file.ive file.osg
it should save texture embedded in file.ive

Luigi


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[osg-users] RE : multitextureing coordinates

2008-07-09 Thread Franclin Foping
Hi Peter,
 I have addressed this issue in my tutorial entitled Tutorial 7: Texturing, 
multitexturing and positioning objects  
(http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/Tuto7.zip).
 For your information, please note that it is not possible to apply a 
multitexturing on built-in shape drawable objects as texture coordinates are 
not accessible to coders. The easiest way around this problem will be to use 
shaders. Again, I have achieved this in tutorial 14. 
 All these tutorials are available in the official webpage in the Tutorial 
section. ''Yet Another Set of Beginner Tutorials'
 Hope to have answered your question.
 Regards,
 Franclin.

Peter Wraae Marino [EMAIL PROTECTED] a écrit : Hi users,
  
 I have create simple quad using osg::Geometry and I would like to apply 
multitextering to it.
 I'm missing a way to set glMultiTexCoord using OpenSceneGraph. 
  
 Is there a way one can set glMultiTexCoord?
  
 regards,
 Peter
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[osg-users] The growing draw bar in the stats handler

2008-07-09 Thread rpingry
Hello all,

I recently added a stats handler to our game viewer.  Something I noticed is
that if you have the stats window open, showing the bars, that the draw bar
grows and grows.  The framerate starts dropping and gets slower.  If I turn
the bars off, the framerate returns to 60.  When I turn the bars back on,
the draw bar is suddenly back where it was when I turned it off, and starts
growing again.

I noticed this does not happen if I have a fairly trivial model, and it does
not happen in osgviewer at all (as far as I can tell), using the same model
I had in my game viewer.  What could I be doing wrong?

Thanks
-- Rick
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Re: [osg-users] Extract an embedded texture from an .ive

2008-07-09 Thread 冯晨
 
 
 Hi,
I've also been doing the same thing lately. I've writen some code to 
achieve that, maybe help, :)

class TextureVisitor : public osg::NodeVisitor
{
public:
TextureVisitor(int sizelimit, int levelnum):_sizelimit(sizelimit), 
_levelnum(levelnum),
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
{}

virtual void apply(osg::Group node)
{
osg::StateSet* ss = node.getStateSet();
if(ss!=NULL)
traverseTexture(ss);
traverse(node);
}

virtual void apply(osg::Node node)
{
osg::StateSet* ss = node.getStateSet();
if(ss!=NULL)
traverseTexture(ss);
traverse(node);
}

virtual void apply(osg::Geode node)
{
osg::StateSet* ss = node.getStateSet();
if(ss!=NULL)
traverseTexture(ss);

int numdrawables = node.getNumDrawables();
for(int i=0; inumdrawables; ++i)
{
ss = node.getDrawable(i)-getStateSet();
if(ss!=NULL)
traverseTexture(ss);
}
traverse(node);
}

void traverseTexture(osg::StateSet* ss)
{
osg::StateSet::TextureAttributeList texAbl =
ss-getTextureAttributeList();
int i=0;
for(osg::StateAttribute* sa = ss-getTextureAttribute(i, 
osg::StateAttribute::TEXTURE);
itexAbl.size(); ++i)
{
osg::Texture2D* tex2d = dynamic_castosg::Texture2D*(sa);
if(tex2d==NULL)
continue;
//对于每一个image
int numImg = tex2d-getNumImages();
for(int j=0; jnumImg; ++j)
{
osg::Image* img = tex2d-getImage(j);
SaveTexture(img);
}
}
}
string getName(const string filename)
{
string::size_type pos = filename.find_last_of(\\);
string::size_type pointpos = filename.find_last_of(.);
string name;
for(string::size_type i = pos+1; ipointpos; ++i)
{
name += filename[i];
}
return name;
}
void SaveTexture(osg::Image* img)
{
osgDB::writeImageFile(img, img-getFileName());
}
private:
int _sizelimit;
int _levelnum;
};

 


在2008-07-09 21:32:46,Doug [EMAIL PROTECTED] 写道:
Hi,

I have a model in .ive format with an embedded texture. I need to bring 
the model into 3dsMax to work on it. I can use osgconv to convert it to 
one of several different formats that Max can import (obj, dae, etc.), 
but I also need the texture that is embedded. Can anyone point me in the 
right direction as to how to extract a texture that is embedded in an 
.ive file?

Thanks,

Doug
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Re: [osg-users] The growing draw bar in the stats handler

2008-07-09 Thread rpingry
Something else I noticed that I thought was strange was that the orange GPU
bar has 8 short blocks all drawn in the first frame.  I have included an
image to show.  What does this mean?  When I look at a smaller model, the
Orange block fills alll along the lower bar.




On Wed, Jul 9, 2008 at 9:46 PM, [EMAIL PROTECTED] wrote:

 Hello all,

 I recently added a stats handler to our game viewer.  Something I noticed
 is that if you have the stats window open, showing the bars, that the draw
 bar grows and grows.  The framerate starts dropping and gets slower.  If I
 turn the bars off, the framerate returns to 60.  When I turn the bars back
 on, the draw bar is suddenly back where it was when I turned it off, and
 starts growing again.

 I noticed this does not happen if I have a fairly trivial model, and it
 does not happen in osgviewer at all (as far as I can tell), using the same
 model I had in my game viewer.  What could I be doing wrong?

 Thanks
 -- Rick




-- 
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Check us out at http://fringe-online.com/
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Re: [osg-users] osg::Texture and stateSets

2008-07-09 Thread 冯晨
 
 
 Hi,
I think osgUtil::optimizer::TextureVisitor should solve your problem:)
Good luck.


 

在2008-07-09 22:53:21,ka Ming [EMAIL PROTECTED] 写道:

Hi,
I got a Probel with osg Files, the File structure looks like:
Group{
Geode{
Geometry{
StateSet{
Texture{
}
}
}
}
Geode{
Geometry{
StateSet{
Texture{
}
}
}
}
}
The problem is if I try to traverse my SceneGraph I get the names of my geodes, 
but if I check the TextureAttributeList
osg::StateSet::TextureAttributeList texAttrList = stateSet- 
getTextureAttributeList();
this list is empty. Why is this List empty, did I forget something? I want to 
access all Textures!!
Thanks
Ming




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Re: [osg-users] Extract an embedded texture from an .ive

2008-07-09 Thread Doug

Fantastic! That worked like a charm.

Thank you very much for your help!

Doug

Luigi Calori wrote:


Doug wrote:


Hi,

I have a model in .ive format with an embedded texture. I need to 
bring the model into 3dsMax to work on it. I can use osgconv to 
convert it to one of several different formats that Max can import 
(obj, dae, etc.), but I also need the texture that is embedded. Can 
anyone point me in the right direction as to how to extract a texture 
that is embedded in an .ive file?



try osgconv -O OutputTextureFiles file.ive file.osg
it should save texture embedded in file.ive

Luigi


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Re: [osg-users] animated 3d model loading

2008-07-09 Thread Cedric Pinson
I check in the svn repository and last commit are a few weeks ago. Maybe 
you should write to the authors he could tell you if you can use the svn 
version of if you should use the release version, but the project is alive.


Cedric

Mark Henderson wrote:

Is there a better place to get osgCAL then http://osgcal.sourceforge.net/?

The site there hasn't been touched since May 2007, I'm hoping there's 
a more recent version.


-Mark

On Wed, Jul 9, 2008 at 11:17 AM, Cedric Pinson [EMAIL PROTECTED] 
mailto:[EMAIL PROTECTED] wrote:


There is only osgCal to animate skinned model in osg today, there
is some effort to add new solution but not ready yet.

Cedric

Gordon Tomlinson wrote:

I thought osgCAL did, but I'm not a user of osgCAl so my
understanding of it is extremely limited to what I have seen
on the this list..


*From:* [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]] *On
Behalf Of *Mark Henderson
*Sent:* Wednesday, July 09, 2008 10:15 AM
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] animated 3d model loading

.

Are there any plugins that do support it?

-Mark

On Wed, Jul 9, 2008 at 9:58 AM, Gordon Tomlinson
[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:

   The Collada import plug-in for OSG does not support
   skeleton/skinning at this time...
   So not a route you could really use unless you want to
add support
   to the Collada plug-in ;)
   
 
 

   *From:* [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]
   mailto:[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]
   mailto:[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]] *On
Behalf Of
   *Mark Henderson
   *Sent:* Wednesday, July 09, 2008 9:42 AM
   *To:* OpenSceneGraph Users
   *Subject:* [osg-users] animated 3d model loading

   Hi,

   I'm trying to load a .max file with an animated skeleton and a
   skin.  When I run the exporter from .max to .osg (with default
   settings), then load it in my app, The skeleton renders and is
   animated, while the skin is stationary.

   I looked into it a bit and found a couple of mentions of
osgCal,
   but the latest version I can find of that is more then a
year old,
   and it isn't on the plugins area of the osg site.

   Should I need to get a second plugin to make the animation
work,
   or am I doing something wrong with the .max exporter?  Do I
need
   to do something to the .max file?

   I noticed the osgCollada importer in the plugins section,
should I
   go for that instead of osgCal?

   Thanks,
   Mark

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Re: [osg-users] RE : multitextureing coordinates

2008-07-09 Thread Peter Wraae Marino
Hi Franclin,

Yea doing it using a shader is easier and more flexible, but is there a
reason why we don't get access to do multitexture coordinates?

Jasons suggestion: osg::Geometry::setTexCoordArray() is not for multitexture
coordinates, so I can't really use that.

regards,
Peter



On Thu, Jul 10, 2008 at 1:27 AM, Franclin Foping [EMAIL PROTECTED] wrote:

 Hi Peter,
  I have addressed this issue in my tutorial entitled Tutorial 7:
 Texturing, multitexturing and positioning objects  (
 http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/Tuto7.zip
 ).
  For your information, please note that it is not possible to apply a
 multitexturing on built-in shape drawable objects as texture coordinates are
 not accessible to coders. The easiest way around this problem will be to use
 shaders. Again, I have achieved this in tutorial 14.
  All these tutorials are available in the official webpage in the Tutorial
 section. ''Yet Another Set of Beginner Tutorials'
  Hope to have answered your question.
  Regards,
  Franclin.

 *Peter Wraae Marino [EMAIL PROTECTED]* a écrit :

   Hi users,

 I have create simple quad using osg::Geometry and I would like to apply
 multitextering to it.
 I'm missing a way to set glMultiTexCoord using OpenSceneGraph.

 Is there a way one can set glMultiTexCoord?

 regards,
 Peter
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