Hi Kian,

I submitted an update to the osgcegui example last month that provides
some sample code for integrating CEGUI with OSG.  You can find that post
here:
http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph
.org/2010-May/006339.html

That should hopefully get you started.

Alex

-----Original Message-----
Date: Mon, 07 Jun 2010 07:28:26 +0000
From: "Kian Poh" <[email protected]>
To: [email protected]
Subject: [osg-users] [3rdparty] CEGUI
Message-ID: <[email protected]>
Content-Type: text/plain; charset=UTF-8

Hi,

I am trying to use CEGUI with OSG. However, I am quite new to this and
not very sure where to begin. Are there any examples where I can have a
look or can point me in the right direction.


Thank you!

Cheers,
Kian

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28622#28622







------------------------------

Message: 5
Date: Mon, 07 Jun 2010 02:14:36 +0000
From: "Gareth Ferneyhough" <[email protected]>
To: [email protected]
Subject: [osg-users] osgconv .ive to .obj missing textures
Message-ID: <[email protected]>
Content-Type: text/plain; charset=UTF-8

Hi,

I would really appreciate it if someone could point me in the right
direction. The model I am working with displays fine in osgviewer. I am
trying to convert from .ive to .obj. I tried this: 

osgconv -O OutputTextureFiles DDG51.ive DDG51.obj

but the .mtl file generated points to a bunch of rgb textures that dont
exist. I understood that the OutputTextureFiles would regenerate the
textures but I dont see them anywhere. 

Thank you!

Cheers,
Gareth

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28620#28620







------------------------------

Message: 6
Date: Sun, 06 Jun 2010 22:10:31 +0000
From: "ting zhang" <[email protected]>
To: [email protected]
Subject: [osg-users] [vpb] Issue about VPBDem and VPBmaster
Message-ID: <[email protected]>
Content-Type: text/plain; charset=UTF-8

Hi,

   I am confused about the relationship between VPBDem and VPBmaster. I
compiled the VPB project, and then I got the VPBDem.exe, but what is the
difference between VPBDem and VPBmaster. And where can I download source
codes of VPBmaster. I have heard VPBmaster for a while, but I never see
it and find it. 


Thank you!

Cheers,
Ting Zhang

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28618#28618







------------------------------

Message: 7
Date: Mon, 07 Jun 2010 07:45:07 +0000
From: "Eric Pouliquen" <[email protected]>
To: [email protected]
Subject: Re: [osg-users] hierarchy animation in FBX problem
Message-ID: <[email protected]>
Content-Type: text/plain; charset=UTF-8

All works great now indeed !

It is ok using trunk osg version, and compiling with FBX SDK 2011.2

Thanks a lot for your help and congrates for all your work !

Eric

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=28625#28625







------------------------------

Message: 8
Date: Mon, 7 Jun 2010 08:48:26 +0100
From: Robert Osfield <[email protected]>
To: [email protected]
Subject: Re: [osg-users] How to apply shaders to parts of models
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1

Hi Peter,

To have different shaders on different components of your model you
simply assign different StateSet, each with it's own osg::Program, to
each branch that you want to inherit that shader.  The same rules
apply to osg::Program and osg::Uniform as for all other OpenGL modes
and state attributes that the OSG maps using osg::StateSet.

Robert.

On Mon, Jun 7, 2010 at 12:00 AM, Peter Bear <[email protected]> wrote:
> Hi, I was wondering how models have shaders applied in OSG. Yes I know
normally a 3d modeler would know this, but I'm a programmer, not a
modeler. More specifically I am wondering how shaders are applied to
certain parts of models. An example of this would be applying a shader
to say, the metal part of a seat, and another shader to say, the
fabric/leather part of a seat. This is something which I'm not sure if
it directly applies to the programming end of making an application, and
I would really just like to know how it's done in general with OSG.
>
> Thanks,
> Peter
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=28619#28619
>
>
>
>
>
> _______________________________________________
> osg-users mailing list
> [email protected]
>
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
>


------------------------------

Message: 9
Date: Mon, 7 Jun 2010 08:53:44 +0100
From: Robert Osfield <[email protected]>
To: [email protected]
Subject: Re: [osg-users] [vpb] Issue about VPBDem and VPBmaster
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1

Hi Ting,

vpbmaster and osgdem both come as part of the VirualPlanetBuilder
(VPB) project, and if your build VPB then you'll build both these
applications. osgdem is deigned to build just one task, and do so
single threaded, this task may comprise the whole database that you
want to build, or be a portion of the whole database.  vpbmaster is
task manager that provides the ability to do parallel builds, and
large scale database (multi-terabyte) and works out how to decompose
the build of your database down into small tasks, and then dispatches
these tasks as series of osgdem runs, either on the local machine or
across a network.

Robert.

On Sun, Jun 6, 2010 at 11:10 PM, ting zhang <[email protected]> wrote:
> Hi,
>
> ? I am confused about the relationship between VPBDem and VPBmaster. I
compiled the VPB project, and then I got the VPBDem.exe, but what is the
difference between VPBDem and VPBmaster. And where can I download source
codes of VPBmaster. I have heard VPBmaster for a while, but I never see
it and find it.
>
>
> Thank you!
>
> Cheers,
> Ting Zhang
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=28618#28618
>
>
>
>
>
> _______________________________________________
> osg-users mailing list
> [email protected]
>
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
>


------------------------------

Message: 10
Date: Mon, 07 Jun 2010 08:27:28 +0000
From: "Brendan Ledwich" <[email protected]>
To: [email protected]
Subject: Re: [osg-users] osg::Switch as root node
Message-ID: <[email protected]>
Content-Type: text/plain; charset=UTF-8

Another option would be to replace the _readyForEndBracket check in
AsciiOutputIterator with a check if the stream put pointer matches that
after the previous indent. 

I've attatched AsciiStreamOperator.h with this modification based on
r11462 of trunk.

Cheers,
Brendan

------------------
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Attachments: 
http://forum.openscenegraph.org//files/asciistreamoperator_152.h




------------------------------

Message: 11
Date: Mon, 7 Jun 2010 14:04:35 +0530
From: Vivek Kumar Dwivedi <[email protected]>
To: [email protected]
Subject: Re: [osg-users] osg::Switch as root node
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset="iso-8859-1"

Don't send these type messages


On Thu, Jun 3, 2010 at 1:34 PM, Henry Delattre <[email protected]> wrote:

> Hi,
>
> Trying to save an .osgt file with an osg::Switch as root node is
making a
> corrupted file and I don't know why. It's working well with .osg
format.
> Even though it is easy to correct the file manually, I would like to
fix the
> bug but have no idea where to begin.
>
>
> Code:
> osg::Switch * root = new osg::Switch;
> osg::Node * node1 = new osg::Node;
> osg::Node * node2 = new osg::Node;
> root->addChild( node1, true );
> root->addChild( node2, false );
> osgDB::writeNodeFile( *root, "test-switch.osgt");
>
>
>
> Code:
> #Ascii Scene
> #Version 2
> #Generator OpenSceneGraph 2.9.7
>
> osg::Switch {
>  UniqueID 1
>  Children 2 {
>  osg::Node {
>   UniqueID 2
>  }
>  osg::Node {
>   UniqueID 3
>  }
>  }
>  ValueList 2 {
>  TRUE FALS}
> }
>
>
> Here we can see the wrong formatted ValueList of osg::Switch
>
> Thank you!
>
> Cheers,
> Henry
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=28519#28519
>
>
>
>
>
> _______________________________________________
> osg-users mailing list
> [email protected]
>
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
>



-- 
Vivek Dwivedi,
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Message: 12
Date: Mon, 07 Jun 2010 08:40:28 +0000
From: "Brendan Ledwich" <[email protected]>
To: [email protected]
Subject: Re: [osg-users] osg::Switch as root node
Message-ID: <[email protected]>
Content-Type: text/plain; charset=UTF-8

Small fix for consecutive END_BRACKETs due to not resetting
_lastIndentPosition.

Cheers,
Brendan

------------------
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Attachments: 
http://forum.openscenegraph.org//files/asciistreamoperator_691.h




------------------------------

Message: 13
Date: Mon, 07 Jun 2010 18:53:44 +1000
From: Ulrich Hertlein <[email protected]>
To: [email protected]
Subject: Re: [osg-users] osgconv .ive to .obj missing textures
Message-ID: <[email protected]>
Content-Type: text/plain; charset=UTF-8

Hi Gareth,

On 7/06/10 12:14 , Gareth Ferneyhough wrote:
> I would really appreciate it if someone could point me in the right
direction. The
> model I am working with displays fine in osgviewer. I am trying to
convert from .ive to
> .obj. I tried this:
> 
> osgconv -O OutputTextureFiles DDG51.ive DDG51.obj
> 
> but the .mtl file generated points to a bunch of rgb textures that
dont exist. I
> understood that the OutputTextureFiles would regenerate the textures
but I dont see
> them anywhere.

The .obj writer doesn't support writing texture files.  The
'OutputTextureFiles' that you
specified is an option of the .ive reader and so has no effect.

Cheers,
/ulrich


------------------------------

Message: 14
Date: Mon, 7 Jun 2010 11:20:09 +0200
From: Alessandro Terenzi <[email protected]>
To: OpenSceneGraph Users <[email protected]>
Subject: Re: [osg-users] FBX Plugin: vertex animation support
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset="iso-8859-1"

Hi Michael,
I'm having troubles with animations stored in point cache files. Here is
what I'm doing:

1. I created a box in 3dsMax with a bend modifier
2. I animated the bend modifier
3. I applied the PointCache modifier and stored animation data (I tried
both
pc2 and xml files)
4. I exported the model using FBX 2011.2
5. I loaded the FBX model using animationviewer

but animations are not played. Any idea?

I'm attaching the FBXs along with point cache files.

Regards.
Alessandro

On Fri, Jun 4, 2010 at 4:09 PM, Michael Platings
<[email protected]>wrote:

> Hi Alessandro, it's already supported.
>
> On 4 June 2010 14:56, Alessandro Terenzi <[email protected]> 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" files that are used to store "vertex animation"
information.
>> This is quite a new field for me, so before starting anything I'd
like to
>> ask the community for suggestions and directions, also I'd like to
know if
>> OSG already offers the 'tools' to handle any kind of vertex animation
or
>> some development should be done in order to extend osgAnimation
before
>> actually extending the FBX plugin itself.
>>
>> Finally is there any other plugin that already supports something
like
>> point cache files or vertex animation in general?
>>
>> Thanks.
>> Alessandro
>>
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>>
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
>>
>>
>
> _______________________________________________
> osg-users mailing list
> [email protected]
>
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g
>
>
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