[osg-users] OSG 2.9.11 and Delta3D
Hi, I searched a bit on this and no luck - so apologies if this has already been discussed and handled. I am trying to spin up Delta3D and OSG 2.9.11. I am getting errors in the DatabasePager class. It appears some functionality required for D3D was removed from OSG in commit 11994 (e.g., setMaximumNumOfObjectsToCompilePerFrame). I know that this is more of a Delta3D problem, but was wondering if that change in functionality was purposeful as far as the disconnect from D3D. I know that 2.9 is a developer release - but eager to pick up on the latest and greatest (e.g., iPad support, COLLADA improvements). Sort term no big deal for me - just going to step back to osg 2.9.10, but thought you might want to know. ... Thank you! Ken /delta3d-2.5.0/src/dtCore/databasepager.cpp: In function ‘void ReadDBPagerConfig(osgDB::DatabasePager, dtUtil::ConfigProperties*)’: /delta3d-2.5.0/src/dtCore/databasepager.cpp:70: error: ‘class osgDB::DatabasePager’ has no member named ‘setMaximumNumOfObjectsToCompilePerFrame’ /delta3d-2.5.0/src/dtCore/databasepager.cpp:77: error: ‘class osgDB::DatabasePager’ has no member named ‘setMinimumTimeAvailableForGLCompileAndDeletePerFrame’ /delta3d-2.5.0/src/dtCore/databasepager.cpp:84: error: ‘class osgDB::DatabasePager’ has no member named ‘setTargetFrameRate’ /delta3d-2.5.0/src/dtCore/databasepager.cpp:145: error: ‘class osgDB::DatabasePager’ has no member named ‘setExpiryDelay’ /delta3d-2.5.0/src/dtCore/databasepager.cpp: In member function ‘void dtCore::DatabasePager::SetTargetFrameRate(double)’: /delta3d-2.5.0/src/dtCore/databasepager.cpp:179: error: ‘class osgDB::DatabasePager’ has no member named ‘setTargetFrameRate’ /delta3d-2.5.0/src/dtCore/databasepager.cpp: In member function ‘double dtCore::DatabasePager::GetTargetFrameRate() const’: /delta3d-2.5.0/src/dtCore/databasepager.cpp:185: error: ‘class osgDB::DatabasePager’ has no member named ‘getTargetFrameRate’ /delta3d-2.5.0/src/dtCore/databasepager.cpp: In member function ‘virtual void dtCore::DatabasePager::CompileGLObjects(osg::State, double) const’: /delta3d-2.5.0/src/dtCore/databasepager.cpp:216: error: ‘class osgDB::DatabasePager’ has no member named ‘compileGLObjects’ -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36583#36583 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] unexecpted result with SetHomePosition
Hi Vincent, void CameraManipulator::setHomePosition(const osg::Vec3d eye, const osg::Vec3d center, const osg::Vec3d up, bool autoComputeHomePosition=false) takes eye parameter as a position of the camera. Center is any position that camera is looking at, giving the orientation of the camera. However, for orientation of the camera, you have to provide even up vector, that is given as a third parameter. You can not orient the camera without up vector. The last parameter is a flag whether to recompute home position when you for instance, change the scene. You may be interested to take a look at void CameraManipulator::computeHomePosition(const osg::Camera *camera, bool useBoundingBox) method as well to automatically set home position for your scene. John Original message From: vincent sauvage sauv...@iut.u-clermont1.fr Subject: [osg-users] unexecpted result with SetHomePosition Date: 11. 2. 2011 17:04:12 Hi, my question concern setHomePosition of MatrixManipulator and subclasses. Parameters are quite explicite and in therory first one indicate position of camera, the seond parametre = target of camera ? Am i wrong... i surely forget some detail since : in practice, position and direction of camera do not corespond to the parameter given to that method . I read old topic and some source example. .. but results are sometimes so strange when changing the parameters values, that make me think i should konw some important thing or tip about this method Thank you for your help ! Cheers, vincent -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36563#36563 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] unexecpted result with SetHomePosition
Hi guys, On 13/02/11 20:17 , PC John wrote: void CameraManipulator::setHomePosition(const osg::Vec3d eye, const osg::Vec3d center, const osg::Vec3d up, bool autoComputeHomePosition=false) takes eye parameter as a position of the camera. ... You may be interested to take a look at void CameraManipulator::computeHomePosition(const osg::Camera *camera, bool useBoundingBox) I believe the actually issue that the original poster has is that not all CameraManipulators actually use these values. E.g. the SphericalManipulator uses the center but does it's own calculation for eye position, whereas the DriveManipulator uses all three. (From memory.) The individual behaviour is unfortunately not documented. Cheers, /ulrich my question concern setHomePosition of MatrixManipulator and subclasses. Parameters are quite explicite and in therory first one indicate position of camera, the seond parametre = target of camera ? Am i wrong... i surely forget some detail since : in practice, position and direction of camera do not corespond to the parameter given to that method . I read old topic and some source example. .. but results are sometimes so strange when changing the parameters values, that make me think i should konw some important thing or tip about this method ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] compiler errors
Hi Gianni, can you post the declarations of class A and class B? My guess is that you are missing a semicolon after your class declaration. Regards Mathias On 11.02.2011 19:01, Gianni Ambrosio wrote: Hi All, I added #include Widget/Canvas in a header file and I have a bunch of compiler errors in every other header which includes it. To solve the problem I have to include osgWidget/Canvas again in the second header file. Example: In ClassA.h I have #include osgWidget/Canvas In ClassB.h I use #include ClassA.h Compiling ClassB.h I get: 1x:\3rd_party\osg\OpenSceneGraph-2.8.3\include\osgDB/ReaderWriter(231) : error C2143: syntax error : missing '}' before 'string' 1x:\3rd_party\osg\OpenSceneGraph-2.8.3\include\osgDB/ReaderWriter(231) : error C2059: syntax error : 'string' 1x:\3rd_party\osg\OpenSceneGraph-2.8.3\include\osgDB/ReaderWriter(236) : error C2143: syntax error : missing ';' before '}' 1x:\3rd_party\osg\OpenSceneGraph-2.8.3\include\osgDB/ReaderWriter(236) : error C2238: unexpected token(s) preceding ';' 1x:\3rd_party\osg\OpenSceneGraph-2.8.3\include\osgDB/ReaderWriter(238) : error C2061: syntax error : identifier 'ReadStatus' ... If I add #include osgWidget/Canvas to ClassB.h I don't have the errors compiling ClassB. Any idea? Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36570#36570 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera control in osgvisual
Hi Tedzini, I'm not very familiar with CIGI, but it seem to be a communication library for communication with the sim-host. I'm quite sure you can use CIGI not only for managing the camera but also for managing objects you want to display. Currently osgVisuals cluster module is used to transport objects or camera modifications from the master to all slaves, but maybe that UDP implementation could be replaced by CIGI - it mainly depends on the performance. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36587#36587 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Main frame buffer corruption when using a slave camera to POST_RENDER to a FBO
Hi Roger, Removing a camera while it's still being rendered might do some odd things... So stopping threading and adding and removing the camera is the right thing to do. However, I would add that I really wouldn't go dynamically adding and removing slaves cameras like this, it'll be awful for performance and generally awkward. Camera's can be turned off by using the NodeMask - just set it to 0, so I'd add slave Camera before your realize the viewer then just switch it on when you need it. Alternatively you could place the Camera into the scene graph and then using the NodeMask or a Switch above it to turn it on and off. Robert. On Sat, Feb 12, 2011 at 12:19 PM, Roger James ro...@beardandsandals.co.uk wrote: Hi, I am seeing a a strange corruption of the main frame buffer when I use a slave camera to render to a frame buffer object and set the camera render order to POST_RENDER. The camera is set up like this. Code: pCamera-setClearColor(pViewer-getCamera()-getClearColor()); pCamera-setViewport(0, 0, Width, Height); pCamera-setRenderOrder(osg::Camera::POST_RENDER); pCamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::FRAME_BUFFER); pCamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR); pCamera-attach(osg::Camera::COLOR_BUFFER, pImage.get()); pCamera-setGraphicsContext(pViewer-getCamera()-getGraphicsContext()); // pViewer-stopThreading(); It seems to work without this, but Robert says it is needed, maybe it is not always needed for simple setups pViewer-addSlave(pCamera.get()); pViewer-frame(); pViewer-removeSlave(pViewer-findSlaveIndexForCamera(pCamera.get())); // pViewer-startThreading(); Immediately aftere this code has executed and before the next frame the the main frame buffer scene has had a white half circle painted over it in approximately the top third of the viewport. If I don't remove the slave camera and allow it to render in following frames the white half circle still dissappears on the following frames. I can fix this by setting the slave camera to PRE_RENDER in this case. But I am really puzzled by this behaviour. Does anyone have any idea on what is happening here? Why should a camera that has been set to render to a FBO be causing things to be drawn in the real frame buffer? Roger -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36577#36577 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.11 and Delta3D
Hi Ken, This particular functionality has been from osg::DatabasePager into the osgUtil::IncrementalCompileOperation. For your build you could probably get away with just commenting out the line, as it's just a hint to the incremental compile system. Robert. On Sun, Feb 13, 2011 at 5:35 AM, Ken English kwengl...@gmail.com wrote: Hi, I searched a bit on this and no luck - so apologies if this has already been discussed and handled. I am trying to spin up Delta3D and OSG 2.9.11. I am getting errors in the DatabasePager class. It appears some functionality required for D3D was removed from OSG in commit 11994 (e.g., setMaximumNumOfObjectsToCompilePerFrame). I know that this is more of a Delta3D problem, but was wondering if that change in functionality was purposeful as far as the disconnect from D3D. I know that 2.9 is a developer release - but eager to pick up on the latest and greatest (e.g., iPad support, COLLADA improvements). Sort term no big deal for me - just going to step back to osg 2.9.10, but thought you might want to know. ... Thank you! Ken /delta3d-2.5.0/src/dtCore/databasepager.cpp: In function ‘void ReadDBPagerConfig(osgDB::DatabasePager, dtUtil::ConfigProperties*)’: /delta3d-2.5.0/src/dtCore/databasepager.cpp:70: error: ‘class osgDB::DatabasePager’ has no member named ‘setMaximumNumOfObjectsToCompilePerFrame’ /delta3d-2.5.0/src/dtCore/databasepager.cpp:77: error: ‘class osgDB::DatabasePager’ has no member named ‘setMinimumTimeAvailableForGLCompileAndDeletePerFrame’ /delta3d-2.5.0/src/dtCore/databasepager.cpp:84: error: ‘class osgDB::DatabasePager’ has no member named ‘setTargetFrameRate’ /delta3d-2.5.0/src/dtCore/databasepager.cpp:145: error: ‘class osgDB::DatabasePager’ has no member named ‘setExpiryDelay’ /delta3d-2.5.0/src/dtCore/databasepager.cpp: In member function ‘void dtCore::DatabasePager::SetTargetFrameRate(double)’: /delta3d-2.5.0/src/dtCore/databasepager.cpp:179: error: ‘class osgDB::DatabasePager’ has no member named ‘setTargetFrameRate’ /delta3d-2.5.0/src/dtCore/databasepager.cpp: In member function ‘double dtCore::DatabasePager::GetTargetFrameRate() const’: /delta3d-2.5.0/src/dtCore/databasepager.cpp:185: error: ‘class osgDB::DatabasePager’ has no member named ‘getTargetFrameRate’ /delta3d-2.5.0/src/dtCore/databasepager.cpp: In member function ‘virtual void dtCore::DatabasePager::CompileGLObjects(osg::State, double) const’: /delta3d-2.5.0/src/dtCore/databasepager.cpp:216: error: ‘class osgDB::DatabasePager’ has no member named ‘compileGLObjects’ -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36583#36583 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodetrackerManipulator crashes on activation if no Node is tracked.
Hi Robert, your changes are working as expected. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36590#36590 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] NodeTrackerManipulator for a globe Earth (Geocentric coordinate system)
Hi Lv (is that your realname?), what in detail does not work with the manipulator together with a round earh database? Do you mean the up-vector of the camera, which is not updated and lead to an misalligned orientation relativ to the tracked node? Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36591#36591 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.11 and Delta3D
Thanks for the assist - the errors related to SetTargetFrameRate sent me down a false path. -Ken [quote=robertosfield]Hi Ken, This particular functionality has been from osg::DatabasePager into the osgUtil::IncrementalCompileOperation. For your build you could probably get away with just commenting out the line, as it's just a hint to the incremental compile system. Robert. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36592#36592 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] TextureAtlasBuilder
Hi all, I am very new in openscenegraph, I just want to know how to use MergeGeometryVisitor TextureAtlasBuilder for improving my scenegraph. Could someone give me please an explanation and the example of source code for using these two classes. Thank you very much //Phummipat ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera control in osgvisual
yes... I'll have to have a closer look at this when I have some time. Thanks for spending to the to develop an interface for this functionality; I think it will be very useful. -t On Sun, Feb 13, 2011 at 5:48 AM, Torben Dannhauer tor...@dannhauer.infowrote: Hi Tedzini, I'm not very familiar with CIGI, but it seem to be a communication library for communication with the sim-host. I'm quite sure you can use CIGI not only for managing the camera but also for managing objects you want to display. Currently osgVisuals cluster module is used to transport objects or camera modifications from the master to all slaves, but maybe that UDP implementation could be replaced by CIGI - it mainly depends on the performance. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36587#36587 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] TextureAtlasBuilder
Hello Phummipat, I am very new in openscenegraph, I just want to know how to use MergeGeometryVisitor TextureAtlasBuilder for improving my scenegraph. Could someone give me please an explanation and the example of source code for using these two classes. You can in fact use them without writing any code. Just set the OSG_OPTIMIZER emvironment variable to MERGE_GEOMETRY|TEXTURE_ATLAS_BUILDER and run osgconv infile outfile For example osgconv somemodelfile.osg optimizedfile.ive You may want to experiment with other optimizer options, run osgconv --help-env to see all the available options. This will also embed the textures into the .ive file, and .ive is a more efficient binary format which loads quickly. OSG SVN trunk also has the .osgb format which is even better. If you want to write your own optimizing program, though, look at the source for the osgUtil::Optimizer to learn how to use the MergeGeometryVisitor and TextureAtlasBuilder. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Controlling animations in FBX models
Hi Renato / others I've finished my animation splitting system, seems to do the job for me. I used osgDB XmlPaser to allow an xml file to be used for config and have successfully loaded my original long animation file and split it into separate 'takes'. Attached is the cpp and an example config file. I think it's pretty straight forward. Let me know if you get stuck Cheers Tom PS At the moment exporting to .osgb seems to be the only format that works. Source file can be whatever you previously had e.g. fbx // //Simple animation split util, will load an xml config file from ./splitConfig.xml and //use it to specify a source file, output/destination file and a set of new split animations //key use of this tool is to split one long animatiob from 3ds max into multiple 'takes' // #include osgDB/ReadFile #include osgDB/WriteFile #include osgDB/FileUtils #include osgDB/XmlParser #include osgAnimation/BasicAnimationManager #include osgAnimation/AnimationManagerBase // //finds and returns the fist AnimationManagerBase in the subgraph struct AnimationManagerFinder : public osg::NodeVisitor { osg::ref_ptrosgAnimation::BasicAnimationManager _am; AnimationManagerFinder() : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {} void apply(osg::Node node) { if (_am.valid()) return; if (node.getUpdateCallback()) { osgAnimation::AnimationManagerBase* b = dynamic_castosgAnimation::AnimationManagerBase*(node.getUpdateCallback()); if (b) { _am = new osgAnimation::BasicAnimationManager(*b); node.setUpdateCallback(_am.get()); return; } } traverse(node); } }; // //Finds an Animation by name, returning a pointer to the animation //and a pointer to the manager it was found in struct FindOsgAnimationByName : public osg::NodeVisitor { //the name of the source animation we are looking for std::string _sourceAnimationName; //used to return the animation and the manager it was stored in osgAnimation::Animation* p_ani; osgAnimation::AnimationManagerBase* p_manager; FindOsgAnimationByName(std::string sourceAnimationName) : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN), p_ani(NULL), p_manager(NULL), _sourceAnimationName(sourceAnimationName) { } void apply(osg::Node node) { if (node.getUpdateCallback()) { osgAnimation::AnimationManagerBase* b = dynamic_castosgAnimation::AnimationManagerBase*(node.getUpdateCallback()); if (b) { //we have found a valid osgAnimation manager, now look for the single long animation inside with the desired name osgAnimation::AnimationList aniList = b-getAnimationList(); for(unsigned int i=0; ianiList.size(); i++){ if(aniList[i]-getName() == _sourceAnimationName){ p_manager = b; p_ani = aniList[i].get(); return; } } } } traverse(node); } }; class AnimationUtils { public: //returns the index of the keyframe closest to the passed time //returns -1 if the time is out of range of the key container template typename ContainerType static int GetNearestKeyFrameIndex(ContainerType* keyContainer, double time) { if(!keyContainer){return -1;} int closestFrame = -1; double closestDiff = 9.99f; //loop all the keys for(unsigned int i=0; ikeyContainer-size(); i++) { double diff = fabs(time - (*keyContainer)[i].getTime()); if( diff closestDiff){ closestFrame = i; closestDiff = diff; } } return closestFrame; } Helper method for resampling channels template typename ChannelType, typename ContainerType static osg::ref_ptrChannelType ResampleChannel(ChannelType* sourceChannel, unsigned int startFrame, unsigned int endFrame, int fps) { osg::ref_ptrChannelType newChannel = NULL; if(!sourceChannel){ return newChannel; } //get the key frame container from the source channel ContainerType* sourceKeyCont = sourceChannel-getSamplerTyped()-getKeyframeContainerTyped(); if (sourceKeyCont) { OSG_INFO OsgAnimationTools ResampleChannel INFO: Resampling source channel ' sourceChannel-getName() ', from startFrame ' startFrame ' to endFrame ' endFrame . Total frames in source channel ' sourceKeyCont-size() '. std::endl; if(startFrame = sourceKeyCont-size() || endFrame = sourceKeyCont-size()) { OSG_WARN OsgAnimationTools ResampleChannel ERROR: startFrame or endFrame is out of range, std::endl startFrame ' startFrame ', endFrame ' endFrame . Total frames in source channel ' sourceKeyCont-size() '. std::endl; return newChannel; } //determine the copy direction, i.e. lets see if we can copy frames in reverse as could come in handy unsigned int from=startFrame; unsigned int to=endFrame; if(startFrame endFrame){ from = endFrame; to = startFrame; } //get our frames as a times double fromTime = from == 0 ? 0.0f :
Re: [osg-users] osgart 2.0 with osg2.9.8 video blinking
Hi Michele That looks to be a problem with osgArt, think it is saying that you have a function called setSize in a header file but no implementation in the cpp. Have a look for the implementation Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36597#36597 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Controlling animations in FBX models
Attached is the cpp and an example config file. I think it's pretty straight forward. Looks like the forum blocked my xml config so here is a copy in the post below ?xml version=1.0 encoding=ISO-8859-15? OsgAnimationTools sourceFile='./Data/Models/Terrorist/terrorist.FBX' destinationFile='./splitExport.osgb' fps='30' AnimationSplit sourceAnimation='Take 001' NewAnimation name='staying' startFrame='0' endFrame='49'/ NewAnimation name='fire_standing' startFrame='50' endFrame='89'/ NewAnimation name='running' startFrame='90' endFrame='111'/ NewAnimation name='walking' startFrame='112' endFrame='147'/ NewAnimation name='grenade_throw' startFrame='148' endFrame='187'/ NewAnimation name='hide_behind_wall' startFrame='188' endFrame='213'/ NewAnimation name='from_standing_to_squat' startFrame='214' endFrame='241'/ NewAnimation name='fire_sguating' startFrame='242' endFrame='291'/ NewAnimation name='from_sguating_to_stand' startFrame='292' endFrame='313'/ NewAnimation name='jump_down' startFrame='314' endFrame='359'/ NewAnimation name='fire_lying' startFrame='360' endFrame='379'/ NewAnimation name='stand_up' startFrame='380' endFrame='425'/ NewAnimation name='dying_on_belt' startFrame='426' endFrame='532'/ NewAnimation name='dying_on_spin' startFrame='533' endFrame='568'/ NewAnimation name='jump' startFrame='569' endFrame='614'/ /AnimationSplit /OsgAnimationTools ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera control in osgvisual
Last time I downloaded the CIGI source code it came with an OSG application MPV aka Multi-Purpose Viewer http://cigi.sourceforge.net/ Looking at the WIKI page at the above site, it states that it requires OSG 2.4 but will work with 2.6 - that makes it quite an old implementation but MPV is only supposed to be an example, with limited functionality. It would be real cool to have an updated version ... PhilT From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ted morris Sent: 13 February 2011 20:14 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Camera control in osgvisual yes... I'll have to have a closer look at this when I have some time. Thanks for spending to the to develop an interface for this functionality; I think it will be very useful. -t On Sun, Feb 13, 2011 at 5:48 AM, Torben Dannhauer tor...@dannhauer.info wrote: Hi Tedzini, I'm not very familiar with CIGI, but it seem to be a communication library for communication with the sim-host. I'm quite sure you can use CIGI not only for managing the camera but also for managing objects you want to display. Currently osgVisuals cluster module is used to transport objects or camera modifications from the master to all slaves, but maybe that UDP implementation could be replaced by CIGI - it mainly depends on the performance. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36587#36587 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Controlling animations in FBX models
Thank you very mutch! I will check it. Renato On Sun, Feb 13, 2011 at 7:06 PM, Thomas Hogarth thomas.hoga...@gmail.comwrote: Attached is the cpp and an example config file. I think it's pretty straight forward. Looks like the forum blocked my xml config so here is a copy in the post below ?xml version=1.0 encoding=ISO-8859-15? OsgAnimationTools sourceFile='./Data/Models/Terrorist/terrorist.FBX' destinationFile='./splitExport.osgb' fps='30' AnimationSplit sourceAnimation='Take 001' NewAnimation name='staying' startFrame='0' endFrame='49'/ NewAnimation name='fire_standing' startFrame='50' endFrame='89'/ NewAnimation name='running' startFrame='90' endFrame='111'/ NewAnimation name='walking' startFrame='112' endFrame='147'/ NewAnimation name='grenade_throw' startFrame='148' endFrame='187'/ NewAnimation name='hide_behind_wall' startFrame='188' endFrame='213'/ NewAnimation name='from_standing_to_squat' startFrame='214' endFrame='241'/ NewAnimation name='fire_sguating' startFrame='242' endFrame='291'/ NewAnimation name='from_sguating_to_stand' startFrame='292' endFrame='313'/ NewAnimation name='jump_down' startFrame='314' endFrame='359'/ NewAnimation name='fire_lying' startFrame='360' endFrame='379'/ NewAnimation name='stand_up' startFrame='380' endFrame='425'/ NewAnimation name='dying_on_belt' startFrame='426' endFrame='532'/ NewAnimation name='dying_on_spin' startFrame='533' endFrame='568'/ NewAnimation name='jump' startFrame='569' endFrame='614'/ /AnimationSplit /OsgAnimationTools -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera control in osgvisual
Hi Philip, MPV ist OSG based? very interesting! That pushes CIGI a little bit closer to the top of my stack :) Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36603#36603 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Transparent Viewers/Close Viewer
Hello, I am currently building an application that uses multiple viewers within a composite viewer. Is there a way to make a viewer semi-transparent? Also, is there a way to temporarily close/reopen a viewer? Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36602#36602 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org