Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FBX writer - Strange behaviour (images lost)
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35640#35640 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improper rotation
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35653#35653 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35655#35655 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Clearing window client area.
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35657#35657 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Clearing window client area.
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Clearing window client area.
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35659#35659 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org