Re: [osg-users] osgexport script can't be enabled

2011-12-04 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,
welcome, currently not all animations are supported. You can export
'solid' animation but not skeleton animation. It should work soon.

Cedric

On 12/03/2011 06:53 PM, Nate Hopkins wrote:
 Thanks for your patience.  I got it working by not unzipping the
 file. Does your addon support animation?
 
 Thanks again, Nate
 
 
 On Fri, Dec 2, 2011 at 6:42 PM, Cedric Pinson 
 cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com
 wrote:
 
 To install last version of the exporter go in user preference,
 then 'install addons' with the zip file inside blender-2.5/build/ 
 (https://github.com/cedricpinson/osgexport/blob/master/blender-2.5/build/osgexport-0.9.0.zip)

  user the zip with 'install addon'
 
 install addons works only with zip or single file. In our case
 it's the zip.
 
 Cedric
 
 On 12/03/2011 03:39 AM, Nate Hopkins wrote:
 I first copy the osg folder and osgExport.py to:
 
 
 C:\Users\hopkins\AppData\Roaming\BlenderFoundation\Blender\.blender\scripts

 
 Next, I use install addons buttons in preferences, navigate to
 the path above, select osgExport.py and click install Addon.
 
 The addon shows up but I am unable to check the enable box for
 it.
 
 How do you run blender from the command line?
 
 Thank you. -Nate
 
 
 On Fri, Dec 2, 2011 at 6:08 PM, Cedric Pinson 
 cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 wrote:
 
 Using 'install addons' should install it in the good place.
 Anyway if you run blender from command line it should write on it
 what's wrong, can you send the log please ?
 
 Cedric
 
 On 12/03/2011 02:34 AM, Nate Hopkins wrote:
 It still dosn't work.  The new osgExport.py is identical to
 the old one. -Nate
 
 On Fri, Dec 2, 2011 at 4:19 PM, Cedric Pinson 
 cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com 
 mailto:cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 wrote:
 
 Hi,
 
 use the zip file inside
 
 
 https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build/

 
 
 And install it on blender 2.6 with the function install addons 
 in the user preference.
 
 Cedric
 
 On 12/02/2011 10:50 PM, Nate Hopkins wrote:
 Hi Cedric, I cannot enable your osgexport script for
 blender. The enable box
 can't
 be checked.  To install, I placed the the contents of the 
 exporter folder (osg folder and osgExport.py) in 
 C:\Users\hopkins\AppData\Roaming\Blender 
 Foundation\Blender\.blender\scripts.  I tried Blender 2.60
 and 2.59, both 64 bit.  I am running Windows 7 64bit.  Any
 help would be
 appreciated.
 -Nate
 
 
 
 
 
 
 
 
 

- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk7bjK8ACgkQs6ZHzVQN0IgbQgCePLWxbP6CF4YNCnxMrrKTa2Eh
yMIAnAqkwY0UubtteQDP+/OQRwaTWiRf
=P7O6
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Color in ShapeDrawable

2011-12-04 Thread Anders Backman
Farshid: head on the nail! :-)

Hence, it makes no sense storing a color in ShapeDrawable.

Actually, Robert, I think you implemented Shape and ShapeDrawable when you
were working here at VRlab in Umeå, right? ;-)

Cheers,

/A

On Sat, Dec 3, 2011 at 12:18 AM, Jason Daly jd...@ist.ucf.edu wrote:

 **
 On 12/02/2011 03:18 PM, Farshid Lashkari wrote:

 Hi Jason,

 On Fri, Dec 2, 2011 at 11:30 AM, Jason Daly jd...@ist.ucf.edu wrote:

  I don't understand what you mean here.  If you disable lighting,
 material colors are irrelevant.  The ShapeDrawable's colors are the ONLY
 way to set the color.


  That's actually not the case with OSG. If you look at the source for
 osg::Material, you will notice it calls glColor with one of the material
 colors (depending on the color mode). This means you can use osg::Material
 to control the color of geometry even when lighting is disabled.


 My mistake, I didn't realize that.  I guess I've never hit that use case
 before.

 --J


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
__
Anders Backman, HPC2N
90187 Umeå University, Sweden
and...@cs.umu.se http://www.hpc2n.umu.se
Cell: +46-70-392 64 67
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Color in ShapeDrawable

2011-12-04 Thread Jean-Sébastien Guay

Hi Anders,


Hence, it makes no sense storing a color in ShapeDrawable.


Well, it makes as much sense as having a color array for an 
osg::Geometry... :-)


I think it's not having a color in ShapeDrawable that's the problem, 
it's having no way of having no color. In other words, in osg::Geometry 
you have the ability to either set a color array or not. You should have 
the same ability in ShapeDrawable, i.e. set a color or not. Since 
osg::Color doesn't really have a no color value, you probably need an 
additional bool saying use the color or not. When _useColor == false, 
then no glColor call would be made by ShapeDrawable itself, and the one 
from osg::Material would take effect.


Or you could just do what Robert always says, ignore ShapeDrawable even 
exists (except for simple debug geometry) and use osg::Geometry 
directly. Then you can do what you want.


I've wanted to rewrite ShapeDrawable to use osg::Geometry internally for 
a while, but I think Paul beat me to it in osgWorks... :-)


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Color in ShapeDrawable

2011-12-04 Thread Paul Martz

On 12/4/2011 6:50 PM, Jean-Sébastien Guay wrote:
I've wanted to rewrite ShapeDrawable to use osg::Geometry internally for a 
while, but I think Paul beat me to it in osgWorks... :-)


Well, I've made a start. Occasionally I even find time to add to it. Submissions 
are welcome. :-)


In the context of the rest of this discussion, I'll mention that, some time ago, 
we all discussed that osg::Material is more than just a wrapper around 
glMaterial. It also owns glColorMaterial, and this actually makes it a little 
difficult to enable/disable GL_COLOR_MATERIAL using StateSet::setMode() the way 
you can with other OpenGL state. In the same vein, it seems that osg::Material 
also wants to own the OpenGL primary color state (set with glColor). While it 
might be a fun exercise to go back, rethink all this, and maybe implement a 
substitute scheme, honestly I'd rather just use shaders...


--
  -Paul Martz  Skew Matrix Software
   http://www.skew-matrix.com/

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org