I respond to myself: Removing the model skeleton, and therefore the animation
manager, I can see the morphing on the model...
Is there any way to combine skeletal osgAnimation and manual vertex edition to
do morphin myselft? I dont want to use osg morphing system...
Thank you!
Cheers,
Aitor
Hi Aitor,
The same issue you face, is there as well with the default morphing and
skinning of osgAnimation. You need to do this steps to make it work.
First Create your custom morph geometry, add it to a geode, add the
geode to a group ( groupMorph ) and attach this somwhere to the
scengraph,
Hi,
I'm facing the same problem...
Have you found a solution ?
Thank you!
Cheers,
Aurelien
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Hi,
i'm looking for compiling osg dicom plugin. I have osg 2.8.2 and i downloaded
dcmtk source code 3.6.0 from http://dicom.offis.de/dcmtk.
First i have compiled dcmtk ... all ok.
Then, i get no error from compiling of ReaderWriterDICOM.cpp in Plugins dicom.
But i get Errors (only 113!!!) in
Hi Andrea,
DCMTK changed after the release of OSG-2.8.x which caused the build break.
OSG-3.0.x and svn/trunk both with with the latest DCMTK so please
update to a recent version of the OSG.
Robert.
On Wed, Oct 26, 2011 at 10:40 AM, Andrea Martini
martini.and...@gmail.com wrote:
Hi,
i'm
Hello,
I try to write information of other things rather than that of color
into gl_FragColor through programmable fragment shader.
e.g. gl_FragColor = vec4(0.1,0.2,0.3,0.2);
However, whatever value I set gl_color.a(the fourth element above)
through fragment shader, I get the
Hi Shuiying,
You will need to use an RGBA colour buffer, so make sure your are
creating a graphics context with a alpha value of 8 set. See
osgcamera example for an example of manually setting up the graphics
context.
Robert.
On Wed, Oct 26, 2011 at 1:17 PM, wang shuiying
Hi All,
I would like to set a color to a node that comes from an obj file (attached).
Here is the code I tried. You can simply use it in whatever OSG example.
Code:
osg::ref_ptrosg::Group root = new osg::Group;
osg::ref_ptrosg::Node scene = osgDB::readNodeFile(wheel.obj);
if (scene.valid())
{
It seems the first obj file has not been added to the previous message ...
Gianni
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Hi Robert,
thank you for your reply.
I was hoping to build the plugin with osg 2.8.2 for compatibility with other
modules.
But, if there are no way to compile, i'm forced to do that.
Thank you again.
Andrea
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Hash: SHA1
osg exporter is able to work with blender 2.5x. The exporter is
located on github.
https://github.com/cedricpinson/osgexport/
Cheers,
Cedric
On 10/26/2011 12:10 PM, David Jardim wrote:
Hello Cedric,
I'm currently working at a project where we
Hi Andrea,
On Wed, Oct 26, 2011 at 1:12 PM, Andrea Martini
martini.and...@gmail.com wrote:
I was hoping to build the plugin with osg 2.8.2 for compatibility with other
modules.
But, if there are no way to compile, i'm forced to do that.
You could backport the 3.0.x dicom plugin to 2.8.x if
Hi Robert,
I will do a first test in this way. As soon as I can, I will move to the new
version.
I will post the result
Thank you!
Andrea
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Hi PP,
Thanks for your answer!!! I try to undesrtand you but i dont get it at all...
Code:
struct FilterCullCallback : osg::NodeCallback {
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) {}
// do nothing and stop traverse
};
void
Hello, everyone,
I am a freshman here. Could you please tell me how to convert the format from
the native CAD format to the openscenegraph format?
Thank you!
Cheers,
zhao
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Hi,
I am trying to render a semitransparent cylindrical container with the
following strategy:
Create a drawable for the cylinder's back faces first by relying on
GL_CULL_FACE using a specific winding order
of the quads to only render the rear wall. Add this drawable to the Geode first.
Create
Ulrich Hertlein wrote:
There is no 'OSG garbage collector' for objects in the scene graph.
But it is the case that the referenceCount for an object will not necessarily
be 0 after it is removed as a child from a scene. The viewer can make
references to objects in a scene and it does not
I can't figure out why the shader embedded in the attached file doesn't work
without the hard coded position and scale variables. I'm trying to write a
hardware instancing shader that uses glDrawElementsInstancedEXT() to draw
multiple instances of a box where the position and scale of the box
I recently did more to switch from GraphicsWindow to GraphicsWindowQt and
noticed several oddities. The current one is that in my event handler for
KEYDOWN event type, ea.getUnmodifiedKey() is always 0.
In GraphicsWindowWin32.cpp, WM_KEYDOWN, WM_SYSKEYDOWN, WM_KEYUP, WM_SYSKEYUP
does the
Which one of the multitude of cad formats ?
If you CAD package supports its export to COLLADA is one way
Gordon Tomlinson
3D Technical Product Manager
(System Engineering Consultant)
Overwatch
An Operating Unit of Textron Systems
__
On 10/26/2011 02:35 PM, Christian Buchner wrote:
Are there any insights for rendering transparent stuff from the OSG
community? Are there proven approaches to rendering transparency
correctly for objects?
Hi, Christian,
You might want to look at the osgdepthpeeling and/or the osgoit examples.
On 10/26/2011 12:49 PM, Pecoraro, Alexander N wrote:
Any idea what Im doing wrong?
Have you tried looking at the osgdrawinstanced example to see how
your code differs from functioning code?
--
-Paul Martz Skew
On 10/24/2011 4:07 PM, zhao boxuan wrote:
Hello, everyone,
I am a freshman here. Could you please tell me how to convert the format from
the native CAD format to the openscenegraph format?
Thank you!
If you have access to PolyTrans, there is a free OSG exporter that you can
obtain from
Seems other people have had the same issue as me:
http://forum.openscenegraph.org/viewtopic.php?t=7287
Are there any plans to address the issue in an upcoming release?
Alex
From: Pecoraro, Alexander N
Sent: Wednesday, October 26, 2011 2:17 PM
To: OpenSceneGraph Users
Subject: RE: EXTERNAL: Re:
You might want to look at the osgdepthpeeling and/or the osgoit examples.
Thanks for the pointers. I will also look into the
SceneGraphOrderRenderBin, which could
be useful in this context.
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I think I figured it out. When it links my program for some reason it uses the
names InstancePositions[0] and InstanceScales[0] when it builds its
_uniformInfoMap in the function linkeProgram(). It obtains the names of the
uniforms that my program uses via glGetActiveUniform() (see snippet
On 10/26/2011 3:16 PM, Pecoraro, Alexander N wrote:
The
value of name that is returned is InstancePositions[0] and
InstanceScales[0] instead of just InstancePositions and
InstanceScales (without the square
Hi Paul and Alexander,
This has been discussed extensively recently, but I don't recall the
resolution. If you can't find any information by searching the archives,
then you might try posting a new thread (as it has nothing to do with
draw instanced).
It might already be fixed on trunk, so if
Hi, Alexander Try to use uniforms with names appended with "[0]" for uniform arrays, like InstanceScales[0] instead of InstanceScales.Cheers.26.10.2011, 22:49, "Pecoraro, Alexander N" alexander.n.pecor...@lmco.com:I can’t figure out why the shader embedded in the attached file doesn’t work without
Also you can declare #version 110 in both shaders, fix any errors that appears and see if it makes any difference (this can be useful on nvidia cards) 26.10.2011, 22:52, "Pecoraro, Alexander N" alexander.n.pecor...@lmco.com:I can’t figure out why the shader embedded in the attached file doesn’t
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