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,
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
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
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
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
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
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)
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
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
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
--
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
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
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
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
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
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
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
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
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
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
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
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
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.
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
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
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
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
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
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
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
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 );
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
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,
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
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
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
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.
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 -
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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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