For those who followed this thread...
...we discussed it off-line. Here's the end of it...
FYI, we do have VRML animations... for those interested:
>From Dominik
Subject: Yieha! *flapflapflapflap*
Hi Rasmus,
finally the chopper flies. I think this would have been possible already
three days ago without always compiling all that stuff again and again.
The tricky error was that I always used my Ctrl+R search to recompile
the test application, and this line was:
g++ -o animExample -L/usr/lib/dbg -lglut -lGLU -lGL -lOSGBase
-lOSGSystem -lOSGWindowGLUT -lOSGVRMLAnimation -DOSG_WITH_GLUT
../../animExample.cpp
I think you can figure out what the problem. The correct line is
g++ -o animExample -L/usr/lib/dbg -lglut -lGLU -lGL -lOSGVRMLAnimation
-lOSGBase -lOSGSystem -lOSGWindowGLUT -DOSG_WITH_GLUT
../../animExample.cpp
Because of the wrong order, g++ used that (empty) addRoute of
VRMLLoader.cpp instead the overridden method of VRMLAnimator.cpp. Maybe
a README ("Please knock on wood before typing make") / makefile could
help?! ; )
What a silly error.
Regards and thanks for all your efforts,
Dominik
Thanks to Dominik for testing the lib and finding the error ;-)
/Rasmus
On Fri, 2004-01-30 at 13:03, Dominik Rau wrote:
> Rasmus Agerholm wrote:
>
> Hi Rasmus. There seems to be some trouble either with my mailserver or
> that of sourceforge. So maybe this mail will appear in the list later
> again...
>
> >Warning... long mail ahead...
> >
> >
> Great, thank you.
>
> >Sorry, forgot to tell you that after configure you should run
> >Common/prep_gv_beta :)
> >
> >
> Well, next time... ;)
>
> >The blackness (total lack of textures I would guess) is probably caused
> >by the loader's inability to find the textures. If this is the case, it
> >can be solved by executing the example in the chopper directory (the
> >texture paths are relative).
> >
> >
> Yep, that's it, the chopper is textured now.
>
> >Why the chopper isn't moving... hmmm... the example made a log file
> >(log.txt) which may have some answers, can you send that to me off the
> >list (off course you're welcome to have a look in there as well ;-) )
> >
> >
> As .gz, it has only 1,8kb so I send it to the list. There are a lot of
> "No of sensors = 0" Messages and the nodes seem to be always up to date.
>
> >No, not quite. Well, IIRC the VRML loader doesn't support inline files,
> >so you have to save everything in one file. But all animations in VRML
> >can be independent of each other and only dependent on the same sensor,
> >eg. time sensor. When our artist exports stuff from Max to VRML
> >everything tends to be controlled by a single time sensor, but I guess
> >that the artist can control if there should be more sensors.
> >
> >
> Yes, it is possible to create more than one TimeSensor
> (Create->Helpers->VRML97->TimeSensor). I'll try to find out how to use
> it....
>
> >Here goes (one possible way):
> >
> >
> I will check this, thank you.
>
> >What needs to be done is baking all animations into keyframe animations
> >and then exported to VRML. Then you have one file with possibly multible
> >animations and a number of sensors (at least one).
> >
> >Before loading the file you register all sensor types:
> >
> >
> >
> Hm. Is there anything similar in the example file (or is this another
> way)? And, uh (this seems to be a dummy question...), where can I get
> the _aspect?
>
> >// register all sensor types
> >OSG::FieldContainerType *fct;
> >for (OSG::UInt32 i = 0; i < OSG::TypeFactory::the()->getNumTypes(); ++i)
> >{
> > fct = OSG::FieldContainerFactory::the()->findType(i);
> > if(fct &&
> > (fct->isDerivedFrom(OSG::Sensor::getClassType())))
> > {
> > _aspect->registerCreated(
> > *fct,
> > OSG::osgTypedMethodFunctor2ObjPtrCPtrRef
> > <bool, YourClass,
> > OSG::FieldContainerPtr, OSG::RemoteAspect *
> > >(this, &YourClass::createdFunction));
> > }
> >}
> >
> >
> Regards,
> Dominik
--
Rasmus Agerholm
Research Assistant
VR Media Lab (+45) 9635 8792
Niels Jernes Vej 14
DK-9220 Aalborg
Phone: (+45) 9635 8784
Fax: (+45) 9815 2444
http://www.vrmedialab.dk/~rasta
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