[osg-users] osgexport for blender?
Hi all, I can't download osgExport for blender from http://projects.blender.org/frs/?group_id=19 Does anyone have a working link, or can you simply post the file to the list? Thanks a lot! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38517#38517 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
never mind, I found it here: http://hg.plopbyte.net/osgexport/file/e28389f02799/blenderExporter Maybe the project maintainer should add a link from blender.org to there? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38518#38518 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and OpenGL ES 2.0
Hi Jorge, You are right. both are quire different. I ported OSG over OpenGL ES 2.0 and everything is behaving in different way. I guess I almost need to rewrite my OpenGL application. Also i think i need to go through ShaderGen to understand how well the OpenGL application gets converted to GLSL language. Cheers, Ankur -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38519#38519 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgexport for blender?
Hi Martin, I would offer you to discuss the script here http://blenderartists.org/forum/forumdisplay.php?11-Python-amp-Plugins it might be also good idea to port it to 2.57 which is now stable official release of Blender and include with next release 2.58. Regards Sergey On Sat, Apr 16, 2011 at 10:27 AM, Martin Scheffler osgfo...@tevs.eu wrote: never mind, I found it here: http://hg.plopbyte.net/osgexport/file/e28389f02799/blenderExporter Maybe the project maintainer should add a link from blender.org to there? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgexport for blender?
Hi Matin, I'm sorry, a fix to my previous post http://hg.plopbyte.net/osgexport-blender-2.5/file/61a19ced0959 is 2.5 version of script, but still it would seem better to discuss with Blender scripters where to put links etc. Regards Sergey On Sat, Apr 16, 2011 at 4:17 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote: Hi Martin, I would offer you to discuss the script here http://blenderartists.org/forum/forumdisplay.php?11-Python-amp-Plugins it might be also good idea to port it to 2.57 which is now stable official release of Blender and include with next release 2.58. Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build UserInterface
like what ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38524#38524 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Build UserInterface
Hi Ahmed for legacy examples you may visit http://www.openscenegraph.org/projects/osg/wiki/Community/WindowingToolkits here you will find examples which could work with osg 1.2 this includes mfc, wswidgets ( free mfc clone which also works on linux ) etc Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Highlighting Verts with a fixed screen size
On 4/15/2011 12:07 PM, Kevin Bentley wrote: I want to have a mode in my viewer where some verts in the scene are highlighted. I originally implemented this with a fixed size box positioned wherever I had a vert to highlight. What I really want though is for the box to be the same size on the screen (so as you zoom in close to the vert you still see the box), or when you zoom out very far the box is still visible. Any suggestions on how I should go about this? AutoTransform can help you keep an object fixed-size onscreen. Also, you could use some form of point sprites. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render To Image Crash in RenderStage.cpp - trunk
nobody an idea? i tried another thing, but there is no sceneobject on the image ive also tried the osgscreencapture example is there a way to get rid of the callback? i need only one screenshot Code: void render() { osgUtil::SceneView *SceneView = new osgUtil::SceneView; SceneView-setDefaults(); osg::ref_ptrosg::Node pNode = osgDB::readNodeFile( C:/cessna.osg ); SceneView-setSceneData( pNode ); osg::ref_ptrosg::Camera pCameraNode = new osg::Camera; const osg::BoundingSphere bs = pNode-getBound(); int r = bs.radius(); pCameraNode-setProjectionMatrixAsOrtho2D( -r, r, -r, r ); pCameraNode-setViewMatrixAsLookAt( osg::Vec3( r*100,-r*100, r*100 ) , osg::Vec3(bs.center()[0], bs.center()[1], bs.center()[2] ),osg::Vec3(0.0f,0.0f,1.0f)); osg::ref_ptrosg::Image pImage = new osg::Image; const osg::Viewport* Viewport = SceneView-getViewport(); int Width = 1024; int Height = 768; pImage-allocateImage(Width, Height, 1, GL_RGB, GL_UNSIGNED_BYTE); pCameraNode-setClearColor(SceneView-getClearColor()); pCameraNode-setViewport(0, 0, Width, Height); //pCameraNode-setRenderOrder(osg::Camera::POST_RENDER); pCameraNode-setRenderOrder(osg::Camera::PRE_RENDER); pCameraNode-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::FRAME_BUFFER); //pCameraNode-setRenderTargetImplementation( osg::CameraNode::PIXEL_BUFFER ); pCameraNode-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR); pCameraNode-setReferenceFrame(osg::Camera::ABSOLUTE_RF); pCameraNode-setProjectionMatrix(SceneView-getProjectionMatrix()); pCameraNode-setViewMatrix(SceneView-getViewMatrix()); pCameraNode-attach( osg::Camera::COLOR_BUFFER, pImage.get()); pCameraNode-addChild(pNode); SceneView-setSceneData(pCameraNode.get()); SceneView-update(); SceneView-cull(); SceneView-draw(); osgDB::writeImageFile(*pImage, c:/tools/test.png); } -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38527#38527 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VSync Linux NVidia
Hi, ... I'm currently having a problem with NVidia hardware on Linux, it's not directly OSG related, but I hope someone here can help me. Here is my setup : linux NVidia GTX 260 graphic cards I have already enable Sync to VBlank in the Nvidia-settings.Every time I first start the computer and run the osg applicaiton,the VSync seemes not effect,the fps is about 100. Then I re-enter in the Nvidia-settings,just click the exit button and do nothing else.Then I restart the osg applicaiton ,the VSync works well ,the fps is about 60.It is OK since then until I restart the computer next time. Strange,is it? Thank you! Cheers, Lv -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38528#38528 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org