Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-14 Thread Robert Osfield
Hi Torben,

On Fri, Jan 14, 2011 at 7:53 AM, Torben Dannhauer tor...@dannhauer.info wrote:
 does it work with Nvidia texture tools 2 (newest release) ?

Good question, I didn't pay attention to the NVTT version I was using
yesterday, it'll be the one I download back in September.

Feel free to test out with the latest NVTT version and report back :-)

Robert.
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[osg-users] FBX writer - Strange behaviour (images lost)

2011-01-14 Thread Sukender
Hi all FBX writer users (kind of narrow subset of osg-users, hey?),

I'm experiencing a very strange behaviour when writing FBX files: they have no 
texturation at all. Plugin options seem correct, and writing FBX materials seem 
correct. However, the SDK manager object indicates (when debugging) several 
errors, including:
- a file not found immediately after the manager is created (what is missing? 
A DLL module???)
- several unexpected errors of the same type during the process
- and a message saying the FBX file is corrupt at the end of the writing!

I cannot find out which event made the texturation broken. My code? The FBX 
plugin? Anyway, if anyone could give me a hint, this would be very nice.

Config: Win32, MSVC9, FBX SDK 2011.3.1 (latest).

Thank you.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-14 Thread Torben Dannhauer
Hi Robert,

thanks, I'll do  - weekend is coming :)

It's the backside of doing all that OSG stuff just as a hobby that I always 
have to wait till weekend for larger work-batches.

Thank you!

Cheers,
Torben

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Re: [osg-users] Improper rotation

2011-01-14 Thread Axel Spirtaat
Hi Sergey,
really thanks for your help.

hybr wrote:
 Hi,
 
 Basically what you need to do is translate rod to (0,0,0), apply rotation 
 that u need, and translate back to original position.
 If your math is right and you still haven't expected results i'd say that 
 your model has static transforms removed and translated to vertices coords, 
 so center of your rod in local coords is not gonna be (0,0,0), and hence you 
 will get wrong results with rotations, since your math assume that center of 
 your rod in local coords is (0,0,0) to do proper rotation.
 You can try use like model bbox or bounding sphere center in local model 
 coords and transform model to that coords instead of (0,0,0) before rotation 
 or re-export your model without flatten static transforms optimization.
 


I checked more times my  math operations on matrix and seem to be right. 
I also checked the center of table, and center of each rod and you got reason: 
the model has static transforms removed and translated to vertices coords.  I 
downloaded this model from Google Sketchup, it was done in Sketchup and then 
converted in .3ds. 
Now the issue is this: i don't have much experience in 3dsmax, so i tryed to 
set manually a pivot for each rod but this doesn't help. 
can you tell me how to fix my model as you suggested? Alternatively, can you 
post here a link to a useful hot-to ?
I'm really in crisis, I have already lost a lot of time to fix these issues -_-'
Thanks a lot,

Axel

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Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-14 Thread Torben Dannhauer
Hi Robert and Wang,

Compiling OSG with NVTT works.

In OSG and VPB , I specified the 2 NVTT entries. I found that NVCore, NVMath 
and NVImage was available in OSG, too. Do I need it? Where is it used?

In VPB, I found additional CMake entries for libsquish. Wherefore do I need it?


Thank you for you info. I'll update the cmake files and make a submission with 
explains the options a little bit more obvious ;)


Cheers,
Torben

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Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-14 Thread Robert Osfield
Hi Torben,

On Fri, Jan 14, 2011 at 6:29 PM, Torben Dannhauer tor...@dannhauer.info wrote:
 In OSG and VPB , I specified the 2 NVTT entries. I found that NVCore, NVMath 
 and NVImage was available in OSG, too. Do I need it? Where is it used?

The nvtt plugin is the only place in the OSG that links against NVTT
so if this plugin compiles and runs fine for you then you're set.

 In VPB, I found additional CMake entries for libsquish. Wherefore do I need 
 it?

libsquish is only required for an experimental VPB example, you don't
need to build this, and it might even be sensible for me to remove it
completely to avoid confusion.

Robert
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[osg-users] Clearing window client area.

2011-01-14 Thread Guy Volckaert
Hi,

I have a stituation where the viewport is smaller than the windows, causing the 
region outside the viewport to not be cleared properly. Does anyone know how to 
clear the background window?

I tied several things including the following:


Code:

void ClearClientBackground( HWND hWnd )
{
RECT oRect;
PAINTSTRUCT oPs;

GetUpdateRect( hWnd, oRect, FALSE );
if( IsRectEmpty( oRect ) )
{
GetClientRect( hWnd, oRect );
}
BeginPaint( hWnd, oPs );
BOOL bRet = BitBlt( oPs.hdc, oRect.left, oRect.top, oRect.right - 
oRect.left, oRect.bottom - oRect.top, 
   NULL, oRect.left, oRect.top, BLACKNESS );
EndPaint( hWnd, oPs );
}




I would appreciate it if someone can tell me how to clear the area window that 
is outside the viewport area.

Thanks,

Guy

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Re: [osg-users] Clearing window client area.

2011-01-14 Thread Jean-Sébastien Guay

Hello Guy,


I have a stituation where the viewport is smaller than the windows, causing the 
region outside the viewport to not be cleared properly. Does anyone know how to 
clear the background window?


By viewport do you mean osg::View? And by window do you mean context? If 
so then just create another view that covers the whole context, set its 
camera's clear color to the color you want, the camera's render order to 
be before the other view's camera, and keep its scene data empty. It 
will just do a glClear of the whole context. You can then disable clear 
on the other view's camera to save a bit of time.


But if you mean you want to clear a Win32 window and your graphics 
context doesn't cover the whole window, then I wouldn't know. Sorry.


Hope this helps,

J-S
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Re: [osg-users] Clearing window client area.

2011-01-14 Thread Guy Volckaert
I guess I could have been a little clearer in my description. So here's an 
example that should help:

1) I have a osg::camera of size 640x480. So the window's client area is 
640x480, or GraphicsContext::Trats::(x,y,width,height) = (0, 0, 640, 480).
2) The GL viewport of this camera is 320x240, i.e osg::Camera::setViewport(0, 
0, 320, 240).
3) When I render the scene, the windows area outside the GL viewport is not 
cleared.

Note that I set the osg::Camera::setClearMask(GL_COLOR_BUFFER_BIT | 
GL_DEPTH_BUFFER_BIT);

I found that context should be clear via the following function: 


Code:

void SwapBuffersOperation::operator () (GraphicsContext* context)
{
context-swapBuffersImplementation();
context-clear();
}




But for some reason, it doesn't. I'll try to modify one of the examples and see 
if the problem occurs as well. 

Guy

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