On 29/12/09 6:52 PM, Paul Martz wrote:
Paul Martz wrote:
I've noticed the same thing with OBJ.
A little digging reveals that the OBJ plugin has a noRotation Option
that disables the x axis rotation. The rotation is only done on file
load, not on file write.
Rotation about x is on by
Hi Wojtek,
I solved my directional light case. I changed all floats to doubles in
* StandardShadowMap::ViewData::aimShadowCastingCamera
The light camera position was calculated as float as was thus jumping around.
Of course the change from yesterday using double bounding volumes also has to
I'd like to flip (horizontally and/or vertically) the current frame just
before it gets drawn on screen, what is the best way to do this?
I thought about post-multiplying a projection matrix (that is already
available) by a scaling (or) rotation matrix, but of course this approach
acts on the
On 30/12/09 11:12 AM, alessandro terenzi wrote:
I'd like to flip (horizontally and/or vertically) the current frame just
before it gets drawn on screen, what is the best way to do this?
I thought about post-multiplying a projection matrix (that is already
available) by a scaling (or)
Thank you Ulrich.
By the way, what is the general approach to RTT? I had a look at some
examples some time ago, but it could be useful to have a guide line
here...as far as I remember, RTT requires a camera that sees my scene and
that will be used to generate a texture, then I'll need another
Hi guys,
did I miss something or is gl_FrontMaterial already deprecated in OpenGL 3?
When I try to use gl_FrontMaterial.ambient, .diffuse, .shininess, etc. in the
vert/frag
shaders I'm getting silly values (e.g. negative for shininess) that don't
correspond to
what I set in osg::Material.
Hi Ulrich, Paul, and all,
I agree we should unify the coordinate system during loading AND writing. Here
are my suggestions :
- Have plugins do NO rotation by default (reading and writing) when the format
doesn't have coordinate system information (that is to say all but FBX and
maybe FLT).
-
Hi all,
I got an error building Package openscenegraph-doc (under MSVC v9, in-source
build). The error is:
CPack: - Install project: OpenSceneGraph
CMake Error at cmake_install.cmake:31 (FILE):
file INSTALL cannot copy file
D:/blah-blah-blah/doc/OpenSceneGraphReferenceDocs/a02321.map
Hi Alessandro,
On 30/12/09 11:32 AM, alessandro terenzi wrote:
By the way, what is the general approach to RTT? I had a look at some
examples some time ago, but it could be useful to have a guide line
here...as far as I remember, RTT requires a camera that sees my scene
and that will be used
Thanks again for your help, I'll try that approach.
Kind regards.
Alessandro
On Wed, Dec 30, 2009 at 11:46 AM, Ulrich Hertlein u.hertl...@sandbox.dewrote:
Hi Alessandro,
On 30/12/09 11:32 AM, alessandro terenzi wrote:
By the way, what is the general approach to RTT? I had a look at some
Hi Marius,
My congratulations! I am glad you did it.
I solved my directional light case. I changed all floats to doubles in
* StandardShadowMap::ViewData::aimShadowCastingCamera
The code in the above method was based on original ShadowMap code and indeed
used floats (I must admit I
Hi Isabelle,
It seems to be a qmake issue or something similar. I don't know qmake as well
as CMake, but are you sure that libs are correctly linked, and that versions of
those libs are also correct? You may try adding a gcc option that tells path
for lib searching, and/or change libs order on
Hi,
Im trying to use it at linux and i follow this steps:
1. Compiled the osg with openscenegraph 2.8.2.
I try to load the osgmovie but didnt exists.
2. I've compiled it by hand
The same answer that gave to you about the missing plugin has been given.
3. I've installed the
Hi,
Im working in linux ubuntu 9.10.
I've joined openscenegraph with osgart 2.0 .
Im having some problems with the following questions, i hope someone can help
me:
1. Compile quicktime plugin
I already installed the libquicktime 1.1.13. But when i do the make (followed
of the cmake) the
Hi all,
Is there an endianess problem with DDS format? I'm using a Core2Duo here and I
don't know under which kind of machine the DDS has been tested...
A little explanation: After a bit of investigation (=cleaning stupid
copy-paste), I found that the only true bug I had was Changing R, G or B
Hi,
Can you please help me on this?
I've made a small example in my linux plataform with osg 2.0 and
openscenegrah. Now i want to export it to web. How can i do that?
I want that normal users can check my page and can enjoy my experience.
How can i make this possbile?
Thanks.
...
Thank
Hello mpai,
Did you solve it? How can i render a 3D studio max in openscenegraph?
Thanks.
...
Thank you!
Cheers,
Eduardo
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21968#21968
___
osg-users
Hi Wojtek,
:-) will do. Since I am currently on osg 2.9.5 I will switch to trunk and check
if the double modifications only in StandardShadowMap.cpp are enough to solve
the problem I had. If this is the case, I will send you the svn patch for osg
trunk. My 2.9.5 is too dirty and old that I can
Hi,
I had some experience with D3D in the past maybe could help clear a picture
a little.
Basic 32 bit color format using in Directx is named in Direct 3D:
D3DFMT_A8R8G8B8. Components are enumerated from most significant byte to
least significant byte. Such pixel value is usually set by
Hi Marius,
Current trunk version does not draw debug volumes, don't be surprised not
seeing them. Its a problem outside of the osgShadow related to changes in
COLOR_PER_PRIMITIVE handling.
Cheers,
Wojtek
- Original Message -
From: Marius Heise mhe...@heise-network.com
To:
Oops sorry small correction: Intel is little endian. I always confuse these
names. I prefer using Least Significant Byte First and Most Significant Byte
First to describe the CPU archtecture.
Wojtek
- Original Message -
From: Wojciech Lewandowski lewandow...@ai.com.pl
To:
Hi all,
Defining a coordinate system for OSG is a good idea. Though to me the
most important aspect of reader and writers, is that this expression
must be true:
read( write( A ) ) = A
Rizzen
Sukender wrote:
Hi Ulrich, Paul, and all,
I agree we should unify the coordinate system during
Hi Wojtek,
small difference big change :-). Shadow is rock solid now.
I only thoroughly tested the directional lighting but it should work for the
other cases too.
Cheers,
Marius
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21974#21974
On 30/12/09 11:33 AM, Ulrich Hertlein wrote:
When I try to use gl_FrontMaterial.ambient, .diffuse, .shininess, etc. in the
vert/frag
shaders I'm getting silly values (e.g. negative for shininess) that don't
correspond to
what I set in osg::Material. (But I'm not getting errors either.)
Hi,
ok tanks for your answer. I think it wasn't the font dll because the geometry
also wasn't drawn. But for the future I know to use the latest developer
release.
I wish you all a good silversterparty.
Thank you!
Cheers,
Carl
--
Read this topic online here:
Hi Wojciech,
About 3rd party tools, I've tested XNView, The Compressonator (AMD) and
DeepExploration, and all seem to ignore the R, G, B masks... Or there is a
mistake somewhere in OSG DDS writing that make those masks unreadable... or
else I made a mistake somewhere!
I'm a bit lost now...
Hi Rizzen,
Of course! I forgot to add this to the summary.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Rizzen riz...@darkstar.co.za a écrit :
Hi all,
Defining a coordinate system for OSG is a good idea. Though to me the
most important aspect
Hi all,
On 30/12/09 11:35 AM, Sukender wrote:
- Have plugins do NO rotation by default (reading and writing) when the
format doesn't
have coordinate system information (that is to say all but FBX and maybe FLT).
- Have plugins read and apply coordinate system information if available by
Hi ,
Sorry, I have not followed all the posts in this thread. I am not sure what
is the essence of your problem:
Are you saying that 24 bit GL_RGB image written by OSG and later read by
OSG looks differently ?
Or there is an issue with reading 24 bit color images written by 3rd
party
Hi,
I have created a triangle with, where a,b and c are the (x,y,z) coordinates of
the 3 vertices
osg::ref_ptrosg::Geometry geom = new osg::Geometry;
osg::ref_ptrosg::Vec3Array v = new osg::Vec3Array;
geom-setVertexArray( v.get() );
v-push_back(a);
v-push_back(b);
v-push_back(c);
Hi there
what is the best way to animate osg node. At the moment I'm using the
QTimer of Qt to transform the object. Is there a better / more efficent
way to animate object in OSG?
Thanks and best regards
Dominic
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osg-users mailing list
Hi ulrich,
As Paul said, OpenGL doesn't have any convention. It's just a common usage
that tell us we should use right-handed.
However, I agree the number of proposed options could be reduced (I just fear
that it may become less explicit... or not?).
Your reflexion make me think we should
Hi Dominic,
You can use AnimationPath with AnimationPathCallback or the other is
osgAnimation stuff. You can check in examples directory to have a better
idea how to use it, and what you can do with it.
Cheers,
Cedric
--
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614
On 12/30/2009 9:12 AM, Dominic Stalder wrote:
what is the best way to animate osg node. At the moment I'm using the
QTimer of Qt to transform the object. Is there a better / more efficent
way to animate object in OSG?
If you want to avoid Qt, you can use an update callback on the Transform
Hi,
Am 29.12.09 19:51, schrieb Eduardo Pinheiro:
Im working in linux ubuntu 9.10.
I've joined openscenegraph with osgart 2.0 .
Im having some problems with the following questions, i hope someone can help
me:
1. Compile quicktime plugin
I already installed the libquicktime
Ulrich Hertlein wrote:
On 30/12/09 11:33 AM, Ulrich Hertlein wrote:
When I try to use gl_FrontMaterial.ambient, .diffuse, .shininess, etc. in the
vert/frag
shaders I'm getting silly values (e.g. negative for shininess) that don't
correspond to
what I set in osg::Material. (But I'm not
To simplify things, I'd propose the following:
- I don't think we need options to control writing. Your app can do
any required transformation with a NodeVisitor before calling osgDB to
write. The plugin should just write the scene graph passed to it.
- For reading, we just need rotation and
HI Jody
See [OpenSceneGraph]\examples\osggeometry\
__
Gordon Tomlinson
gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com
www.vis-sim.com
www.gordontomlinson.com
www.PhotographyByGordon.com
Hi All,
I have a problem about rotating one MatrixTransform node with 2 different
Matrix which one of responsible for rotation on X by osg::X_AXIS and one of
responsible for rotatin by osg::Y_AXIS.
I have done some rotation to MT node but after this operations I am waiting
to get Identity matrix
I would store the x and y rotations as separate variables. Use them to
compute a single Matrix when you need to update. Test for identity by
checking to see if your x and y variables fall within an epsilon range
of zero.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_
Thanks, Nick. I tried this out and it does work around the issue, and
so far I haven't seen a significant performance hit.
This is clearly a bug, though. The lights in the .osg file are set to
have a minimum 3 pixel size (I have no idea if this means 3 pixel
radius, 3 pixel diameter, or what),
Robert Osfield wrote:
I was thinking that an OpenAL plugin would be doable, and could either
return an audio sink or an AudioStream.
...
I'm going to experiment with OpenAL at this end how things go.
I see that osgmovie currently uses SDL for audio playback. Is there still
Hi,
FWIW bear in mind the OpenGL BOF is traditionally Wednesday eve, so the
coveted Wed morning slots go quickly :-)
cheers
-- mew
On Tue, Dec 29, 2009 at 6:45 PM, Paul Martz pma...@skew-matrix.com wrote:
Thanks, Wang Rui. Yes, everything can be done by Internet. With SIGGRAPH in
Las
Hi Paul and all,
I agree with you simplification, but I'm not sure it'll keep write(read(A))==A.
For instance:
- Read a model with a rotation (Y to Z-up for instance). Your +y facing plane
will be then +z facing.
- Write the model. Model is still rotated and will be +z in the file, thus
having
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