Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Michael Platings
AFAIK you play as a human in Descent ;) Essentially it's to give the effect of walking/running, so how about WalkManipulator? -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender Sent: 19 March

Re: [osg-users] Unicode support for Windows

2008-10-08 Thread Michael Platings
Hi Robert, Hiding the standard functions and classes with our own fopen and fstream/ifstream/ofstream does seem the ideal option. Hiding fopen in the osg and osgDB namespaces is trivial. However, hiding fstream/ifstream/ofstream is not so easy as they are in the std namespace. This works:

[osg-users] Finding Textures to be drawn

2007-12-06 Thread Michael Platings
can I get the bounding box and projection and modelview matrices for each Drawable to be drawn with that texture? Thanks very much Michael Platings| Software Developer| Pixel Power Ltd College Business Park | Coldhams Lane | Cambridge | CB1 3HD Tel: +44 (0) 1223 721 000 | Fax: +44 (0) 1223

Re: [osg-users] [osgPlugins] Loading animation in OSG

2009-09-24 Thread Michael Platings
Hi Pradeep I have written an importer for the FBX format which supports animation. I've sent it to the submissions list so it's waiting review by Robert before it gets into the trunk, but you can get it and add it to your own version yourself. The email is Re: [osg-submissions] FBX plugin from the

Re: [osg-users] Changing CopyOp

2009-09-25 Thread Michael Platings
This change wouldn't be a clone() method, it'd be a shareASingleClone() method which is a totally different thing and in the general case would not be safe or appropriate a replacement for clone(). Maybe I explained it incorrectly, the idea is simply that calling clone should give you an

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Michael Platings
see if the problem is there also for you. Regards. Alessandro On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings mplati...@pixelpower.comwrote: Hi Alessandro, here's the latest version of the plugin for you. Cheers -Michael -- *From

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Michael Platings
can think only about sending you my zip and model and let you see if the problem is there also for you. Regards. Alessandro On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings mplati...@pixelpower.com wrote: Hi Alessandro, here's the latest version of the plugin for you

Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph

2010-02-19 Thread Michael Platings
Hi Robert, I'm also getting a crash when exiting. This is on Windows XP, displaying cessna.osg in osgviewer. The crash is deep inside the a Windows DLL, but I get an error message stating that heap corruption is the likely cause. I'll keep digging... ___

Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph

2010-02-19 Thread Michael Platings
Hi Robert, with the latest files (including the observer_ptr you posted at 15:18) everything is working fine for me now (Visual Studio 2008, Windows XP). However, is observer_ptr's destructor thread safe? It looks like if the target of _ptr were to be destroyed on another thread at the same time

[osg-users] Committing to SVN problem

2010-02-23 Thread Michael Platings
On 22 February 2010 20:55, Robert Osfield robert.osfi...@gmail.com wrote: Michael Platings was also granted write permission to the new FBX plugin, but alas hasn't yet been able to successfully check anything in which has certainly held back maintenance of this new component. Sorting this out

Re: [osg-users] Committing to SVN problem

2010-02-23 Thread Michael Platings
Is the config file whitespace sensitive? I notice there's a space between robert and =, but no space between mplatings and =. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Committing to SVN problem

2010-02-23 Thread Michael Platings
I have found that the URL has to be https://... For TortoiseSVN to get through our firewall, etc. Thanks John. I gave this a try but unfortunately still got the same error. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Committing to SVN problem

2010-02-23 Thread Michael Platings
Yes Update works fine. Your idea of checking out with full credentials sounds promising, but how do you do that? TortoiseSVN only asks for username/password when anonymous access is not permitted. ___ osg-users mailing list

Re: [osg-users] Committing to SVN problem

2010-02-23 Thread Michael Platings
it sounds as if you checked out from http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk OpenSceneGraph instead of https://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk OpenSceneGraph which is the 'authenticated' uri of the project When using https I get a warning about a

Re: [osg-users] Committing to SVN problem

2010-02-23 Thread Michael Platings
By that you mean it never prompts you for a login and password, or that it did prompt you but the subsequent checkin still fails? At checkout it doesn't ask for login/password. At checkin it asks for login/password as normal and still fails as before.

Re: [osg-users] Committing to SVN problem

2010-02-23 Thread Michael Platings
Clearing authentication data and doing the whole checkout checkin process again didn't work either :\ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Committing to SVN problem

2010-02-23 Thread Michael Platings
Chris, putting the username password in the URL didn't make any difference. In fact I still had to enter the username/password into the popup that appeared. Norman, no I haven't tried setting up any SSH stuff beyond doing the default TortoiseSVN install. Try the steps under Testing SSH with

Re: [osg-users] Tracking down 'invalid enumerant'

2010-02-23 Thread Michael Platings
Call setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE) on your osg::State ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Committing to SVN problem

2010-02-24 Thread Michael Platings
It works Thankyou very much all of you for your help! On 23 February 2010 20:52, Mourad Boufarguine mourad.boufargu...@gmail.comwrote: Hi JL, What if you remove the asterisk at the end of the path in [osg:/OpenSceneGraph/trunk/src/osgPlugins/fbx*] ==

Re: [osg-users] Collada Plugin problem with SketchUp exported models...

2010-02-25 Thread Michael Platings
Hi Alessandro, please see my email to osg-submissions on 11th Feb, [osg-submissions] DAE Animation. This contains many fixes and improvements to the DAE plugin, including handling transparency correctly. ___ osg-users mailing list

Re: [osg-users] Collada Plugin problem with SketchUpexported models...

2010-02-25 Thread Michael Platings
I had a quick look at your submission, it looks like you have had a good go at fixing the (my :-) ) transparency mess! So I won't submit any fixes. Any chance you can give me a heads up on your thinking behind getTransparencyCounts, I am puzzled by it! Certainly - some files use a transparency

Re: [osg-users] automatic pixel transparency adjustment

2010-03-04 Thread Michael Platings
What you're asking for sounds like this: http://glprogramming.com/red/chapter06.html#name2 To achieve this in osg you can do myStateSet-setAttributeAndModes(new osg::Hint(GL_POLYGON_SMOOTH_HINT, GL_NICEST)); However, this setting may be ignored by an OpenGL implementation. Additionally, it may

Re: [osg-users] Matrix conversions need help

2010-03-04 Thread Michael Platings
I can't claim to be a quaternion expert, but it looks like you misunderstand how they work - converting them to XYZ angles is not nearly as simple as you seem to be suggesting. Here's my own code to get euler angles from a matrix. Converting it to using an osg Matrix will be trivial. // The

Re: [osg-users] automatic pixel transparency adjustment

2010-03-04 Thread Michael Platings
If classic multisample antialiasing does not work for you, have a look at centroid modified in GLSL ver 1.2 and upr. See this link for example: http://www.opengl.org/pipeline/article/vol003_6/ I agree, if you're using shaders make sure you declare all your varyings centroid. The linked

Re: [osg-users] FBX plugin: transparency and reflection maps...

2010-03-04 Thread Michael Platings
Thanks for the testing. I've now added enabled blending for transparent materials so transparency will work now. If I have time I'll see what I can do about supporting the various texture types... ___ osg-users mailing list

Re: [osg-users] Broken Windows build

2009-05-01 Thread Michael Platings
I hadn't tested this yet, and I can confirm Oleg's errors. I have submitted a fix. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 01 May 2009 08:46 To: OpenSceneGraph Users Subject:

Re: [osg-users] 3DS loader revisited?

2009-08-21 Thread Michael Platings
FBX reader is coming very soon... :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] 3DS loader revisited?

2009-08-21 Thread Michael Platings
Soon = now :) Testing fixing very welcome. Now osgAnimation is supported by FBX, my hope is that other people will soon add support to DAE, 3DS etc. I don't intend to do a writer, but that should be relatively easy for someone who does want to do it. FBX provides many ways to represent data,

Re: [osg-users] building collada plugin on windows

2010-03-09 Thread Michael Platings
On Windows with Visual Studio 2008 this is what I do prior to building OSG from CMake: 1. Get the COLLADA DOM from http://www.khronos.org/collada/ and extract it to C:\COLLADA 2. Add the environment variable COLLADA_DIR as C:\COLLADA 3. Open

Re: [osg-users] building collada plugin on windows

2010-03-09 Thread Michael Platings
Apologies, it's this one: http://sourceforge.net/projects/collada-dom/files/Collada%20DOM/Collada%20DOM%202.2/collada-dom-2.2.zip/download Despite being called 2.2 it creates version 2.1 DLLs :\ ___ osg-users mailing list

Re: [osg-users] automatic pixel transparency adjustment

2010-03-09 Thread Michael Platings
Hi Guy, the behaviour of multisampling is quite well defined - the more samples you request, the more accurate the render will be. Yes, objects smaller than a pixel may not be rendered. Why is that a problem for you? The behaviour of smooth rendering is not well defined. It's a hint to the OpenGL

Re: [osg-users] building collada plugin on windows

2010-03-09 Thread Michael Platings
Hi Nick, it appears they've rearranged things since I wrote those instructions. It looks a lot more sensible now so our DAE CMake files need to be updated accordingly. But meanwhile the closest I can find to the previous DOM is at

Re: [osg-users] automatic pixel transparency adjustment

2010-03-09 Thread Michael Platings
If physically correct is what you need then OpenGL probably isn't what you want. In general, OpenGL is suitable for rendering something that looks pretty good, FAST. I don't know of any way to get fragment coverage in a shader. However, even if you could that wouldn't be adequate: Imagine you

Re: [osg-users] FBX plugin sets material diffuse color alpha to 0?

2010-03-18 Thread Michael Platings
Hi J-S, I looked at the model you linked to and all the TransparencyFactor values are 1, which according to the documentation in kfbxsurfacelambert.h means totally transparent - the model has been incorrectly exported. The same thing happened with DAE - Google Sketchup used to export models with

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Michael Platings
How stable is the current Collada plugin in OSG? It should be very robust now. I've got it displaying all the test models from the https://collada.org/owl/ with the exception of the one that uses morphing (AKA vertex blending). Another issue is that some models assume that they will be rendered

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-19 Thread Michael Platings
On 18 March 2010 19:50, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: One possible stumbling point is that we already use boost in our software, so the Collada plugin would have to be built with the same version, but I guess it should work. No, you don't need to worry about

Re: [osg-users] [osgPlugins] Plugin Error

2010-03-19 Thread Michael Platings
Sounds like the jpeg plugin DLL can't be found - make sure it has been built, and it's in a place that's accessible to the application. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] trouble in MSFBO

2010-03-23 Thread Michael Platings
Hi Kai, a screenshot would help us diagnose the problem. The black segments on the edges of you objects may be because your shader varyings aren't centroid. Read this article for an explanation: http://www.opengl.org/pipeline/article/vol003_6/ ___

Re: [osg-users] [osgPlugins] osgAnimation precision

2010-03-23 Thread Michael Platings
I see what you mean, yes all the update() and getValueAt() functions would have to be changed. I don't think this is too application specific to be worthy of attention though. Matrices can already be customised to use doubles or floats using OSG_USE_FLOAT_MATRIX, so I think it would be appropriate

Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-04-13 Thread Michael Platings
The FBX plugin is written for version 2010.2 of the SDK. That version is still available in the SDK Archives page on Autodesk's website. I'll look into getting 2011.2 working, cheers. On 12 April 2010 20:03, Doug McCorkle mc...@iastate.edu wrote: Hello, Has anyone gotten the FBX plugin to

Re: [osg-users] Use namespace...

2010-04-13 Thread Michael Platings
Yes you can, however OSG uses simple names that will likely also be used in other projects (e.g. Array, Node, Group etc.) so it's quite likely you'll get name conflicts if you use another library which uses the same class names. I've had developers making similar complaints to me, so as a

Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-04-14 Thread Michael Platings
McCorkle mc...@iastate.edu wrote: Hello Michael, On Apr 13, 2010, at 3:45 AM, Michael Platings wrote: The FBX plugin is written for version 2010.2 of the SDK. OK. That version is still available in the SDK Archives page on Autodesk's website. Right, I have been grabbing these but wanted

Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-04-14 Thread Michael Platings
Wouldn't there have been a way to keep it compatible with both? (#ifdefs or something) I would have if I could have without making the code nightmarishly complicated but the structure of how animations are presented by the SDK is very different now. Also, will the new sdk/plugin read

Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-04-15 Thread Michael Platings
Will your modified CMake find file find the required version (2011.2) even if both 2010.2 and 2011.2 are installed? Yes on Windows, but on other platforms it will depend on the value of the FBX_DIR environment variable. ___ osg-users mailing list

Re: [osg-users] strange Matrix interface

2010-04-15 Thread Michael Platings
can somebody explain to me why in Matrixd/Matrixf there is a getRotate, setRotate, getTrans, setTrans, getScale ... but no setScale? is there a reason for this? You could argue that function should be added. However that could lead to people doing mat.setTrans(...) mat.setRotation(...)

Re: [osg-users] DAE reader - Handling of double precision

2010-04-15 Thread Michael Platings
domSourceReader doesn't need to create any array until getFloat/Vec2/Vec3/Vec4/MatrixArray is called. So I suggest adding an argument to each of those functions specifying a float or double hint, and at that point if the array hasn't already been created then create it with the appropriate

Re: [osg-users] strange Matrix interface

2010-04-15 Thread Michael Platings
m.inverse( m ); ? Don't use it like that as it'll cause an extra matrix copy (see line 614 of Matrix_implementation.cpp). Basically m1.invert(m2); is a more efficient way to express m1 = Matrix::inverse(m2); btw: i am not the only one struggling with the matrix interface, maybe it would be

Re: [osg-users] Trackball manipulator and screen distance with stereo

2010-04-15 Thread Michael Platings
I can't override the virtual function (I don't know why, but it doesn't work) :O. If you're using Visual C++ try using the override keywordhttp://msdn.microsoft.com/en-us/library/41w3sh1c.aspxto ensure you've got the correct function signature. ___

Re: [osg-users] [osgPlugins] FBX Plugin

2010-04-20 Thread Michael Platings
It would be sensible to merge osganimationviewer with osgviewer to avoid this confusion, if anyone has any time to do it? On 20 April 2010 09:22, Dario Minieri para...@cheapnet.it wrote: Oh nice, I havn't compiled examples :D This work fine Best regards bouffa wrote: Hi Dario, You

Re: [osg-users] Untriangulate Meshes...

2010-04-20 Thread Michael Platings
Hi Dario, no the FBX reader doesn't necessarily have to triangulate the mesh, I just wrote it that way (a) for simplicity and (b) because triangle lists are faster to render than separate polygons. Presumably you're viewing the model in wireframe - are the extra lines a major issue for your

Re: [osg-users] [osgPlugins] FBX Plugin

2010-04-20 Thread Michael Platings
Hi Gordon, as you're referring to your own application I'm guessing there's some confusion over which project I'm referring to - the executable project named Applications osgviewer, not the library osgViewer. Don't worry, I'm not suggesting anything that will force animations into anyone else's

Re: [osg-users] Preferred Video Cards

2010-04-22 Thread Michael Platings
Nvidia tend to have the best OpenGL support. I've also heard ATI/AMD are pretty good these days but I haven't tested that for myself. On 22 April 2010 15:36, Reuben Rebullar reuben.rebul...@goodrich.comwrote: What are the ideal video cards to use for OSG? The application I am working on is

Re: [osg-users] [osgPlugins] FBX conversion lost NULL nodes.

2010-04-28 Thread Michael Platings
Hi Dario, I've changed the FBX reader so it will keep redundant nodes (leaving it to the optimiser to remove the fluff) so that combined with J-S's recommendation should get things working the way you want. ___ osg-users mailing list

Re: [osg-users] [osgPlugins] FBX conversion lost NULL nodes.

2010-04-28 Thread Michael Platings
Just saw your last email - you'll need to get the latest FBX plugin code from the subversion trunk -Michael On 28 April 2010 15:04, Dario Minieri para...@cheapnet.it wrote: Hi, thanks for your reply. This sound like but unfortunatly don't works. I've exported the variable (export

Re: [osg-users] [osgPlugins] FBX conversion lost NULL nodes.

2010-04-28 Thread Michael Platings
Hi Dario, it just occurred to me that if you're using the 2.8.3 version then changing to the latest code will be a big pain for you. Instead, in your code go to the switch statement at line 417 of fbxRNode.cpp and delete the whole of the case statement for KFbxNodeAttribute::eUNIDENTIFIED

Re: [osg-users] FBX find cmake

2010-04-29 Thread Michael Platings
Hi Serge, yes I submitted a change for this on 14th April, hopefully Robert will get around to applying it soon :) On 29 April 2010 10:37, Serge Lages serge.la...@gmail.com wrote: Hi all, The latest version of the fbx plugin (from the SVN) builds with the 2011.2 version, but currently in the

Re: [osg-users] [osgPlugins] Collada Animations Support

2010-05-04 Thread Michael Platings
Hi Daniele, I just got the latest code from trunk and opened astroBoy_walk.dae in osganimationviewer - he's walking fine for me. Are you sure you built everything correctly? Here's the how-to guide: http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada On 3 May 2010 15:38,

Re: [osg-users] [osgPlugins] Collada Animations Support

2010-05-05 Thread Michael Platings
We really do need to merge osganimationviewer into osgviewer :P On 5 May 2010 11:31, daniele argiolas arj...@gmail.com wrote: Ahhh!!! with osganimationviewer works!!! thank you very much! -- Read this topic online here:

Re: [osg-users] Render to (part of) texture

2010-05-05 Thread Michael Platings
Yes, I'd also use a viewport to render to a particular area. Also make sure you set the clip rectangle to be the same as the viewport otherwise operations like glClear will affect the whole texture. On 5 May 2010 11:48, Martin Aasen martin-ferstad.aa...@ffi.no wrote: Thanks Christian, I am

Re: [osg-users] fbx writer texture support

2010-05-11 Thread Michael Platings
Hi Martins, the writer is still a work in progress so I suspect that feature hasn't yet been implemented. Talk to Sukender (http://sukender.free.fr/) to find out if it's on his to-do list, if not then your help will be appreciated ;) On 10 May 2010 18:29, Martins Innus min...@ccr.buffalo.edu

Re: [osg-users] vector of const ref_ptr

2010-05-19 Thread Michael Platings
Hi Gianni, what you're looking for is this: std::vectorosg::ref_ptrconst MyObject This means the pointer can change, but it can't be used to alter the object it points at. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...

2010-05-26 Thread Michael Platings
Hi Alessandro, at the moment only a single diffuse texture is supported but you're very welcome to add support for more :) The existing texture handling code is at fbxMaterialToOsgStateSet.cpp line 27 -Michael On 26 May 2010 16:35, Alessandro Terenzi a.tere...@gmail.com wrote: I've just

Re: [osg-users] Having trouble with basic texture mapping on a 3d object

2010-05-28 Thread Michael Platings
or have different textures in each texture unit as you were going to do. N don't put a texture in each texture unit. You should only be using multiple texture units if you need to combine the textures somehow e.g. in a shader that requires a diffuse texture with a bump map and normal map

Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...

2010-06-01 Thread Michael Platings
On 31 May 2010 11:26, Alessandro Terenzi a.tere...@gmail.com wrote: I'm am adding support for opacity, reflection and lighting maps to the FBX plugin...so far I've got good results and I'm going to post the new code as soon as I've reviewed and 'cleaned' it ;) by the way how and where should I

Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...

2010-06-01 Thread Michael Platings
PM, alessandro terenzi a.tere...@gmail.comwrote: Here's a model that makes osgviewer to crash. Actually I created also another model with morphing that instead works fine...I'm going to try other models as well and let you know. Thanks. Alessandro On Tue, Jun 1, 2010 at 10:56 AM, Michael

Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...

2010-06-01 Thread Michael Platings
would you have a look at them before submission? Sure, I'll have a look. One last note: I'm still experiencing problems regarding Y-up and Z-up options...it looks like that models are always oriented in the wrong way if viewed with osgviewer...any idea? Which way 'up' goes is a contentious

Re: [osg-users] Trying to render an ortogonal scene

2010-06-01 Thread Michael Platings
Thanks, I think you has not read the last post edit Edits only affect the forum, not the mailing list (that's how many of the old-timers read these messages) so you're correct, he probably wasn't able to see that part For that reason it would make sense to disable forum edits IMHO...

Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...

2010-06-03 Thread Michael Platings
Hi Alessandro, I've looked over the code and it all looks good sensible. Once you're 100% happy with it please submit it to osg-submissions and I'll go over it more carefully and give it some testing before checking into trunk. Cheers! ___ osg-users

Re: [osg-users] hierarchy animation in FBX problem

2010-06-03 Thread Michael Platings
Hi Eric, I'm using the 2011.2 FBX Quicktime Viewer and the 2011.2 OpenSceneGraph FBX plugin and both animate identically for me. I've attached an image sequence to show you what I see. If that's wrong then it may be a consequence of the problem described here:

Re: [osg-users] hierarchy animation in FBX problem

2010-06-04 Thread Michael Platings
I'm using all the latest code from SVN, details here: http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN osgAnimationViewer is broken at present so I'm using osgViewer, except I modified it to automatically play any animations it finds. On 4 June 2010 08:38, Eric Pouliquen

Re: [osg-users] hierarchy animation in FBX problem

2010-06-04 Thread Michael Platings
Is it possible you send me you osgviewer modified version to have all this animation pipeline working? Attached :) osgviewer.cpp Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] hierarchy animation in FBX problem

2010-06-04 Thread Michael Platings
object :) Cheers, Cedric On Fri, 2010-06-04 at 09:45 +0100, Michael Platings wrote: I'm using all the latest code from SVN, details here: http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN osgAnimationViewer is broken at present so I'm using osgViewer, except I modified

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-04 Thread Michael Platings
Hi Alessandro, it's already supported. On 4 June 2010 14:56, Alessandro Terenzi a.tere...@gmail.com wrote: I'd like to study the possibility to extend the FBX plugin in order to support vertex animation. In particular it could be very useful to have the possibility to import point cache

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Michael Platings
I'm not a Max user so I can't help you there. The only thing I can tell you is that the exported animation data will be entirely within the fbx file - pc2 or xml files won't be needed. NURBs - I haven't tested but in theory yes. The FBX SDK provides a function to triangulate NURBs which should

Re: [osg-users] Text (keyboard input) on viewer

2010-06-07 Thread Michael Platings
On 7 June 2010 16:02, Trajce (Nick) Nikolov nikolov.tra...@gmail.comwrote: But, the fashion nowdays is to use FBX I think for character animations Or COLLADA DAE if you prefer not to rely on a closed-source, poorly documented, slow, bug-ridden library for your file loading ;)

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Michael Platings
Thanks Alessandro, fixed :) On 7 June 2010 16:05, Alessandro Terenzi a.tere...@gmail.com wrote: Hi Michael, I tried to load a file with a single NURBS surface with Quicktime and it worked while it does not with osgviewer. I'm sending the file with this mail. Alessandro

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Michael Platings
be very welcome :) On 7 June 2010 16:25, Alessandro Terenzi a.tere...@gmail.com wrote: On Mon, Jun 7, 2010 at 4:57 PM, Michael Platings mplati...@gmail.comwrote: Anyway, given that I'm not an expert Max user, I think that pc2/xml files are the only means used by FBX files (created by Max) to refer

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Michael Platings
As well as KFbxNurb, there's also a KFbxNurbsSurface class. As far as I can tell they do exactly the same thing and I just had to add eNURBS_SURFACE to the list of things to triangulate. On 7 June 2010 17:46, Alessandro Terenzi a.tere...@gmail.com wrote: Great :) what was the problem?

Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...

2010-06-09 Thread Michael Platings
This was just a bug brought in with the 3D Studio Max texturing features. Now fixed :) On 8 June 2010 09:08, Alessandro Terenzi a.tere...@gmail.com wrote: I'm trying the FBX plugin with some models with more than one material applied to a single mesh. I created a box and assigned it a

Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...

2010-06-09 Thread Michael Platings
Hi Raymond, I'm not using 3D Studio but the plugin should read FBX files exported from any version of any application. The test I apply is this - if the official Autodesk FBX Quicktime Viewer can view an FBX file, OpenSceneGraph should be able to view it just as well or better. For the majority of

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-09 Thread Michael Platings
Thanks for your research Alessandro :) Vertex caches sound like just another way to store morph geometry. osgAnimation::MorphGeometry is just a series of 1 or more geometries (each one stored in a MorphTarget) so in theory it should be as simple as loading each bit of vertex cache geometry into a

[osg-users] ffmpeg synchronisation

2010-06-09 Thread Michael Platings
I've been playing around with the ffmpeg plugin and I've been very impressed with how capable it is. The only problem I have with it is that its playback speed is decoupled from the timing of the main scene. Does anyone know of an easy way to ensure that the time of the ffmpeg video is consistent

Re: [osg-users] [osgPlugins] FBX texture export problem.

2010-06-11 Thread Michael Platings
Hi Dario, if the file appears correctly in FBX QuickTime Viewer but not in the latest version of OpenSceneGraph then please send the file over to me in a .zip with associated textures, and I'll take a look. On 10 June 2010 21:09, Dario Minieri para...@cheapnet.it wrote: Hi, anyone has any

Re: [osg-users] ffmpeg synchronisation

2010-06-11 Thread Michael Platings
in the plugin). Case 1 looks more problematic though. Tanguy *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Michael Platings *Sent:* 09 June 2010 3:31 PM *To:* OpenSceneGraph Users *Subject:* [osg-users] ffmpeg

Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-06-18 Thread Michael Platings
The same issue as what? The FBX developers temporarily parted with their sanity for 2011.3 and switched from providing only static libraries to providing only dynamic libraries. After much protest from developers they've agreed to release a new version soon with both dynamic static libs so I'll

Re: [osg-users] FBX reading of GL_POLYGON

2010-07-05 Thread Michael Platings
No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't render concave polygons correctly (in practice GL_POLYGON is the same as GL_TRIANGLE_FAN). Tesselation is possible via GLU but very slow so we need to be careful about how we use that. Most models I've come across have many

Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-05 Thread Michael Platings
Hi Alessandro, playback should work at normal speed without any special configuration. If you're still having issues please send me a sample file and I'll have a look. Thanks On 2 July 2010 17:24, Alessandro Terenzi a.tere...@gmail.com wrote: I'm having a problem about a simple model whose

Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-07-05 Thread Michael Platings
://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : The same issue as what? The FBX developers temporarily parted with their sanity for 2011.3 and switched from providing only static libraries to providing only dynamic libraries. After much protest from developers they've

Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-05 Thread Michael Platings
Oops missed that. Thanks, I'll be able to have a look in the next day or 2 On 5 July 2010 14:00, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.comwrote: Hi Michael, Hi Alessandro, playback should work at normal speed without any special configuration. If you're still having issues please

Re: [osg-users] FBX reading of GL_POLYGON

2010-07-05 Thread Michael Platings
you agree? The problem I have is that osgUtil::Tessellator is intended to operate on osg's structures. Any idea on how to make it work easily in the reader plugin? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com

Re: [osg-users] FBX reading of GL_POLYGON

2010-07-06 Thread Michael Platings
/ - Michael Platings mplati...@gmail.com a écrit : Waht you could do is leave all the triangles and quads in one PrimitiveSet (like it is already), but put each polygon with =5 vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the Tesselator on the Geometry which

Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-07 Thread Michael Platings
Hi Alessandro, I can't reproduce the problem so I don't know why you're seeing that, sorry. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] FBX reading of GL_POLYGON

2010-07-14 Thread Michael Platings
: Oh, right, sorry I didn't spot this. Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : I was referring to that by For quads I imagine it would be possible to write

Re: [osg-users] [osgPlugins] FBX plugin compile error in OSG 2.9.8 SVN

2010-08-09 Thread Michael Platings
Hi Dario, does it work if you move struct PolygonRef{...}; outside the function e.g. to line 650? -Michael (back from holidays!) On 27 July 2010 15:25, Dario Minieri para...@cheapnet.it wrote: Hi, I'm trying to compile OSG 2.9.9 from the SVN but I have some errors with fbx plugin during

Re: [osg-users] [osgPlugins] FBX Plugin convert LOD into OSG correctly?

2010-08-09 Thread Michael Platings
Hi Dario, no there isn't any LOD support. Of course you're free to add it ;) -Michael On 27 July 2010 16:13, Dario Minieri para...@cheapnet.it wrote: Hi, With my preliminary test the answer is no... Thank you! Cheers, Dario -- Read this topic online here:

[osg-users] Incremental Draw?

2010-11-18 Thread Michael Platings
Hi Robert, is there an equivalent of IncrementalCompileOperation for drawing a scene graph? My precise problem is as follows: In my application I have 2 scene graphs to be drawn concurrently - the primary scene graph must be drawn at a fixed frame rate of 60fps, the secondary scene graph can take

Re: [osg-users] Incremental Draw?

2010-11-18 Thread Michael Platings
a more elegant solution? Thanks for your help On 18 November 2010 17:33, Robert Osfield robert.osfi...@gmail.com wrote: Hi Michael, On Thu, Nov 18, 2010 at 5:08 PM, Michael Platings mplati...@gmail.com wrote: Hi Robert, is there an equivalent of IncrementalCompileOperation for drawing

Re: [osg-users] Incremental Draw?

2010-11-19 Thread Michael Platings
Thanks J-S, I had the same idea myself but unfortunately OpenGL drivers don't take thread or process priority into account. I made a simple test app that just renders thousands of quads, ran two instances simultaneously, set the process priority of one to high, and the priority of the other to

Re: [osg-users] Uniform array naming problem

2010-12-13 Thread Michael Platings
How about just trimming off any invalid characters from the name returned by glGetActiveUniform? e.g. _extensions-glGetActiveUniform( _glProgramHandle, i, maxLen, 0, size, type, name ); for (GLsizei j = 0; j maxLen name[j]; ++j) { if (!isalnum(name[j]) name[j] != '_')

[osg-users] PixelDataBufferObject functions incorrectly named

2010-12-16 Thread Michael Platings
Hi all, In PixelDataBufferObject::bindBufferInWriteMode() I was surprised to see glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB,...). According to the OpenGL spec Pack refers to *reading* pixels from the GPU into main memory. Is this a bug? The comment for the function explicitly says note:

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