Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Farshid Lashkari
Hi Luca, Jean-Sébastien On Tue, May 17, 2011 at 12:46 PM, Luca Vezzadini luca.vezzad...@gmail.comwrote: I have no idea about the new metadata stuff. But if that doesn't work, wouldn't it be easier to just move the description stuff from Node to Object? The name is already in the Object class,

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Farshid Lashkari
Hi Jean-Sébastien, On Tue, May 17, 2011 at 4:16 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: I would prefer to add it to the description string of the node(s) on which a material is applied, since a model might have multiple materials on different nodes... i.e. your way

Re: [osg-users] OSGExp: CMake build

2011-05-16 Thread Farshid Lashkari
of OSG_INCLUDE_DIRS Regards, Laurens. On 5/6/2011 9:58 PM, Farshid Lashkari wrote: Thanks! On Fri, May 6, 2011 at 6:58 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com mailto:jean-sebastien.g...@cm-labs.com wrote: Hi Farshid, Thanks, I will go ahead and add these to the trunk

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Farshid Lashkari
Hi Luca, On Mon, May 16, 2011 at 4:44 AM, Luca Vezzadini luca.vezzad...@gmail.comwrote: I'd like to share a few comments about the OSGExp for Max (I've recently sent them directly to Farshid, and also on the Delta3D forum, but it's probably better to share them here). I responded to your

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Farshid Lashkari
Hi Luca, On Mon, May 16, 2011 at 1:57 PM, Luca Vezzadini luca.vezzad...@gmail.comwrote: I'd say that both options are interesting; the first one is probably more straightforward, but it's true that the second one opens more possibilities. What about a radio button in the exporter options to

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Farshid Lashkari
Hi Luca, On Mon, May 16, 2011 at 3:39 PM, Luca Vezzadini luca.vezzad...@gmail.comwrote: About the texture unit - map type mapping, is that something that you really need on a per-material basis or is it more of a global definition for you whole file? I would say it's more a global thing. If

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Farshid Lashkari
Hi Jean-Sébastien, On Mon, May 16, 2011 at 3:58 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: In the case of our use of the exporter, we'd want to implement the second case anyways, as our engine uses specific shaders and a pipeline that the exporter doesn't (and shouldn't)

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-16 Thread Farshid Lashkari
Hi Jean-Sébastien, On Mon, May 16, 2011 at 4:56 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Both your and Luca's suggestions are good, but I think I like Luca's better, as it doesn't assume any ID number (yours has Type_0, Type_1, ... which seems to suggest a certain

Re: [osg-users] How to update uniform not continually

2011-05-11 Thread Farshid Lashkari
Hi Nan, You only need to call addUniform once. After that, just calling lightPosU.set() should be enough to update the value of the uniform. Cheers, Farshid On Wed, May 11, 2011 at 12:48 PM, Nan WANG nan.c...@gmail.com wrote: Can I do like this? lightPosU.set (osg::Vec3(0,0,10)); then

Re: [osg-users] OSGExp: CMake build

2011-05-06 Thread Farshid Lashkari
Thanks! On Fri, May 6, 2011 at 6:58 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Farshid, Thanks, I will go ahead and add these to the trunk. A small change to make finding the OpenGL library cleaner. Thanks, J-S --

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Farshid Lashkari
On Fri, May 6, 2011 at 7:11 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Question then, where do I go in Max to set these kinds of tags? Can you give me an example of what your artist would do to say that a given object (or a given material) has a normal map? Have you

Re: [osg-users] OSGExp: CMake build

2011-05-05 Thread Farshid Lashkari
Hi Jean-Sébastien, Thanks, I will go ahead and add these to the trunk. I am going to keep the existing Visual Studio projects though. The existing projects can be used for both 32 and 64-bit builds. I even wrote a Python script in the Setup folder that automates building the Visual Studio

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Farshid Lashkari
are without answer since March and even January of this year. I think Farshid Lashkari (who seems to be actively working on it) is a member of this list, so my question is, where do we discuss OSGExp, here or on the sourceforge forums? As a side note, the precompiled binaries of OSGExp seem to work

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Farshid Lashkari
On Wed, May 4, 2011 at 4:55 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Yes, as I said it works fine. The problems arise when I compile the plugin myself and try to use my compiled version in Max... It doesn't seem to work the same as the pre-built one. My question is how

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Farshid Lashkari
Hi Jean-Sébastien, OK. The different ways you mention above, are they all currently supported by OSGExp? Meaning, the material name is exported? The object properties field is exported as descriptions you say? (I haven't gone through the code to OSGExp yet) Yes, all the methods I described

Re: [osg-users] osgText texture alignment

2011-04-29 Thread Farshid Lashkari
Hi Chris, Are you referring to this discussion? http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2010-March/040006.html You can try setting the sizeAdjustment variable back to the original value and see if that fixes your issue. If it does then we might have to come up with

Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Farshid Lashkari
Hi Brad, I haven't tried this myself, but it might work. Create a separate context/thread that renders the scene to a texture. Once it finishes rendering, use the NV_copy_image extension ( http://developer.download.nvidia.com/opengl/specs/GL_NV_copy_image.txt) to copy the image into the main

Re: [osg-users] Stereoscopy in OSG

2011-03-18 Thread Farshid Lashkari
Hi Mukund, I believe you want to adjust the fusion distance setting to create the pop out effect. All objects whose distance to the camera is less than the fusion distance should appear to pop out. For example, setting the fusion distance to 10, should cause an object that is 8 units from the

Re: [osg-users] Reading OSG images from streams?

2011-03-01 Thread Farshid Lashkari
Hi Eric, The functions are virtual, so it is up to each loader to override it and implement the functionality. Most of the image loaders should support reading from streams. I have been using this feature for a long time now and it works really well. Cheers, Farshid On Tue, Mar 1, 2011 at

Re: [osg-users] Stereo interlace killers

2011-01-26 Thread Farshid Lashkari
Hi Sean, The interlace/checkerboard stereo modes use the stencil buffer. Can you verify that the application is allocating a stencil buffer when creating the OpenGL context? Cheers, Farshid On Wed, Jan 26, 2011 at 12:57 PM, Sean Kelly ske...@wms.com wrote: Hi, I am in the

[osg-users] Workaround for nVidia + fullscreen + Windows 7

2010-09-24 Thread Farshid Lashkari
Hi, Wojtek suggested I create a separate thread for this, so here it is. I've also been experiencing the fullscreen issue with nVidia cards on Windows 7. Just wanted to let you know that I found a workaround. When creating the OpenGL context, I changed the swap method from WGL_SWAP_EXCHANGE_ARB

Re: [osg-users] Workaround for nVidia + fullscreen + Windows 7

2010-09-24 Thread Farshid Lashkari
Hi Robert, On Fri, Sep 24, 2010 at 9:28 AM, Robert Osfield robert.osfi...@gmail.comwrote: Did you modify the OSG to achieve this? If so could you post the changes. Perhaps this could be made as an runtime option in osgViewer. My application handles all the windowing code itself, so I

Re: [osg-users] Problem with samples

2010-09-23 Thread Farshid Lashkari
Hi, I've also been experiencing the fullscreen issue with nVidia cards on Windows 7. Just wanted to let you know that I found a workaround. When creating the OpenGL context, I changed the swap method from WGL_SWAP_EXCHANGE_ARB to WGL_SWAP_COPY_ARB. This completely solved the issue for me.

Re: [osg-users] Transparent but occluding phantom objects for AR application

2010-07-09 Thread Farshid Lashkari
Hi Simon, On Thu, Jul 8, 2010 at 11:09 PM, Simon Julier s.jul...@cs.ucl.ac.uk wrote: I'm developing a video-see-through AR application which will show the user the contents of holes in the ground. To get the correct depth cues, the user should be able to see the contents of the hole only when

Re: [osg-users] Transparent but occluding phantom objects for AR application

2010-07-09 Thread Farshid Lashkari
Hi Simon, On Fri, Jul 9, 2010 at 7:38 AM, s.jul...@cs.ucl.ac.uk wrote: It seems to work fine for masking the bits off for each colour channel separately. However, when I disable all the channels, the phantom object does not appear to occlude objects behind it. You will need to ensure that

Re: [osg-users] Need help with OSG Image.

2010-07-03 Thread Farshid Lashkari
On Fri, Jul 2, 2010 at 11:12 PM, Ulrich Hertlein u.hertl...@sandbox.dewrote: Good point, but it will only save it in its compressed form, so one still needs to find a tool to uncompress the file. If your are on Windows, the excellent (and free) Paint.NET image editor can open/save compressed

Re: [osg-users] Need help with OSG Image.

2010-07-02 Thread Farshid Lashkari
On Fri, Jul 2, 2010 at 5:42 PM, Ulrich Hertlein u.hertl...@sandbox.dewrote: They are not invalid, decimal 33776 is hex 0x83f0 is GL_COMPRESSED_RGB_S3TC_DXT1_EXT. In the process of converting to .ive they have been compressed to speed up texture upload. As far as I know no image exporter

[osg-users] Collada loader crashing

2010-06-25 Thread Farshid Lashkari
Hello, I've found a reliable crash in my application which seems to be caused by the collada loader. It seems like the collada loader can only be called in one thread. Attempting to load a model in second thread will immediately crash my application. I looked into this and it seems to be a

Re: [osg-users] What is the different between the DisplayTypes?

2010-06-16 Thread Farshid Lashkari
Hi Martin, 2010/6/16 Martin Großer grosser.mar...@gmx.de can everybody explane what the different between the display types? For example, what is different between MONITOR and POWERWALL? When I try to use the Powerwall and I set the type MONITOR it works very good. I'm not sure about the

Re: [osg-users] OSGEXP 0.9.7 Crashing Max

2010-06-10 Thread Farshid Lashkari
Hi, On Tue, Jun 8, 2010 at 11:18 AM, Brad Acree brad.d.ac...@lmco.com wrote: When I export to IVE it crashes max, however when I export to osg it says “error writing to file”. The two machines are of similar hardware, but the second is slightly newer. Both machines are running windows Xp

Re: [osg-users] Make text ignore polygonmode

2010-03-29 Thread Farshid Lashkari
Hi Martin, I use the osg::PolygonMode attribute to prevent certain subgraphs from going into wireframe mode. The following code should work in your case: osg::PolygonMode *poly = new osg::PolygonMode( osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::FILL );

Re: [osg-users] Make text ignore polygonmode

2010-03-29 Thread Farshid Lashkari
Hi Paul, On Mon, Mar 29, 2010 at 1:45 PM, Paul Martz pma...@skew-matrix.com wrote: I think you'll want to OR in the PROTECTED flag, right? You shouldn't have to, unless the top level polygon mode is applied with the OVERRIDE flag, which I don't believe is the case. Cheers, Farshid

Re: [osg-users] osgText - fragment shader - font texture

2010-03-24 Thread Farshid Lashkari
Hi Yuriy, The default freetype font uses alpha textures, so only the alpha component of the texture contains the font data. Here is a basic fragment shader that should work with the freetype font plugin: uniform sampler2D bitmap; void main() { gl_FragColor = texture2D(bitmap,

Re: [osg-users] Stereoscopic Problems

2010-03-24 Thread Farshid Lashkari
Hi Ronny, It looks like the stencil buffer is not being properly setup. Are you sure that your application allocates a stencil buffer when creating the OpenGL context? Cheers, Farshid On Mon, Mar 22, 2010 at 2:04 PM, Ronny Hatteland ronnyhattel...@gmail.comwrote: Hi, When activating

Re: [osg-users] osgText quality issue

2010-03-18 Thread Farshid Lashkari
Hi Robert, I just tried the latest changes and the text looks good. Thanks! Cheers, Farshid On Thu, Mar 18, 2010 at 7:42 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi All, I've been reviewing the texcoord maths in Font.cpp and Text.cpp and believe that the sizeAdjustment should

[osg-users] DatabasePager::updateSceneGraph() notices

2010-03-17 Thread Farshid Lashkari
Hi, Does anybody have any objections to changing the notification in DatabasePager::updateSceneGraph() from NOTICE to INFO? I'm getting these notices pretty frequently and I don't really understand its importance. I'm getting these notices on scenes with no PagedLODs and can foresee this causing

Re: [osg-users] Precipitation and VBO

2010-03-16 Thread Farshid Lashkari
On Mon, Mar 15, 2010 at 9:09 AM, Guy Volckaert guy.volcka...@meggitt.comwrote: As promised, I modified the osgprerender example to include a single instance of the precipitation effect and I was able to reproduce the problem. This sounds exactly like the problem I experienced a while back.

Re: [osg-users] Loading an osg::Image using setImage

2009-08-20 Thread Farshid Lashkari
Hi Andrew, It looks like the original bitmap is in BGR format, so you will probably need to use the GL_BGR pixel format when calling setImage(). To unflip the image it seems like you can iterate backwards over the source image inside your copy loop: ptrSourceRow = ptrSrcImage + ( (iHeight - 1 -

Re: [osg-users] View textures in GFX mem.

2009-08-03 Thread Farshid Lashkari
Hi Joakim, Are you wanting to do this with any OpenGL program, or just your OSG application? Either way, I've used GLIntercept in the past (http://glintercept.nutty.org/). It was really easy to use with Windows. You just place an OpenGL dll in the application directory with a config file and it

Re: [osg-users] Writing single plugin to handle multiple extensions

2009-07-31 Thread Farshid Lashkari
Hi Rick, You can call addFileExtensionAlias() within your own program. I would recommend doing that instead of modifying the OSG source. I've written a plugin that handles multiple extensions, so I use this technique successfully within my OSG app. Here is the code you would insert into your

Re: [osg-users] OSGExp0.9.6 and Max 2010

2009-07-22 Thread Farshid Lashkari
I will be releasing OSGExp 0.9.6 soon. The new version adds support for 3dsMax 2010 and the installer will detect non-English versions of 3dsMax. The version available on the WorldViz site is slightly different than the SourceForge version. The WorldViz version exports models using a different

Re: [osg-users] OSGExp0.9.6 and Max 2010

2009-07-22 Thread Farshid Lashkari
OSGExp 0.9.6 is now available on the project home page ( http://sourceforge.net/projects/osgmaxexp/). Cheers, Farshid On Wed, Jul 22, 2009 at 10:42 AM, Farshid Lashkari fla...@gmail.com wrote: I will be releasing OSGExp 0.9.6 soon. The new version adds support for 3dsMax 2010 and the installer

Re: [osg-users] POST_RENDER Cameras rendering order

2009-07-16 Thread Farshid Lashkari
Hi Pavel, The osg::Camera::setRenderOrder() method accepts an optional second argument that controls the order of the camera. Cameras with a lower order number will be rendered first. Cheers, Farshid On Thu, Jul 16, 2009 at 9:37 AM, Pavel Domša pdo...@seznam.cz wrote: Hello, I have scene

[osg-users] Current state of Collada importer

2009-02-25 Thread Farshid Lashkari
Hi, I've lost track of all the new OSG developments over the past few years (my company still uses OSG 1.2) and was curious about the current state of the Collada importer. I'm specifically interested in the following capabilities: - Loading skinned characters with morph targets and animations

Re: [osg-users] osgWidget Remaining Issues

2008-07-15 Thread Farshid Lashkari
On Tue, Jul 15, 2008 at 5:41 AM, Kim C Bale [EMAIL PROTECTED] wrote: Just to reinforce the above point, we used the freetype library to generate OpenGL screen fonts here and found that for font sizes 12 Disabling anti-aliasing really improved the clarity of the font. So much so we made it

Re: [osg-users] osgWidget Remaining Issues

2008-07-14 Thread Farshid Lashkari
Hi Jeremy, I've also spent a lot of time trying to get crisp fonts rendered in OSG. Here are some things I have noticed: - The width/height of the orthographic projection matrix should match the width/height of the viewport being rendered to. - The font x,y position should be rounded to the

Re: [osg-users] can't set LineWidth to less than 1.0, or enable Line Smoothing

2008-06-30 Thread Farshid Lashkari
I think the problem is that you are not enabling GL_BLEND. This is necessary when rendering smoothed primitives. So try adding setMode(GL_BLEND,osg::StateAttribute::ON), I think this will fix it. -Farshid On Sun, Jun 29, 2008 at 11:14 PM, Crezy Elmo [EMAIL PROTECTED] wrote: Hello, I'm

Re: [osg-users] Stereo convergence param in OSG?

2008-06-26 Thread Farshid Lashkari
Hi Ben, On Thu, Jun 26, 2008 at 5:08 PM, Ben Discoe [EMAIL PROTECTED] wrote: As the email below agrees, this is a vital parameter for any real stereo use. Perhaps i am just not finding it, is it in OSG somewhere? I did search the list archive, and found no relevant mention of

Re: [osg-users] Encrypting / decrypting models, shader code, and other data.

2007-12-11 Thread Farshid Lashkari
Hi Brian, You can decrypt your IVE file into a std::stringstream and use the following code to read it from memory: //Read IVE file from memory osgDB::ReaderWriter *fileReader = osgDB::Registry::instance()-getReaderWriterForExtension(ive); if(fileReader) { return

Re: [osg-users] RTT and stereo (revisited)...

2007-10-10 Thread Farshid Lashkari
Hi Mike You need to set the left/right cull masks on the SceneView. Then set the node masks for each camera to the appropriate cull mask. I've successfully used this technique to render camera nodes in stereo. -Farshid On 10/10/07, Mike Logan [EMAIL PROTECTED] wrote: ahem.. Looking for some

Re: [osg-users] Max 9 Crashing

2007-08-27 Thread Farshid Lashkari
On 8/24/07, André Rocha Tomasi [EMAIL PROTECTED] wrote: Anyone using 3D Max 9 has been suffering with crashes when using the openscenegraph commands? Like trying to create a sequence helper, crashes Max 3 out of 4 tries. Same for creating billboards and other items. I also experienced the same

Re: [osg-users] osg::Matrix.getRotate() problems

2007-08-24 Thread Farshid Lashkari
On 8/24/07, Robert Osfield [EMAIL PROTECTED] wrote: Which version of the OSG are you using? The getRotate has gone through many incarnations and quite a few months back that was a big round of interations that settled on what is current in SVN - which meant effectively reverting back to an

Re: [osg-users] osg::Matrix.getRotate() problems

2007-08-24 Thread Farshid Lashkari
On 8/24/07, David Spilling [EMAIL PROTECTED] wrote: Secondly, the Mk1 implementation, still in the code, gets this case right. Can I tentatively suggest we revert to the Mk1 case? AFAIK we only went to Mk2 because the code looked neater, and didn't seem to break our tests. Hi David, Thanks

[osg-users] osg::Matrix.getRotate() problems

2007-08-23 Thread Farshid Lashkari
Hi, I'm having some problems with getting the rotation from a matrix. I was able to reproduce the problem with the following code: osg::Matrixd m(-1, 0, 0, 0, 0, 0.0370117, -0.999315, 0, 0, -0.999315, -0.0370117, 0, 0, 0, 0, 1); std::cout m

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