[osg-users] converting any 3d models to osg,osgb or osgt

2016-10-23 Thread Uma Devi Selvaraj
Hi all,

   I need to convert 3d Models(.3ds,.ply,.obj,.. ) to osg or osgb or osgt 
using code. I know that by running "osgconv input output" command in console 
will do conversion. Is there any option using osgconv in c++ code.
If so how to use osgconv in code ..??

... 

Thank you!

Cheers,
Uma

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Re: [osg-users] More lights in scene!

2016-10-23 Thread Nickolai Medvedev
Hi, Jannik.

Thanks! OpenMW - amazing project! Good luck to you and your team!

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Re: [osg-users] More lights in scene!

2016-10-23 Thread Jannik Heller
Hi,

Check out my solution - no shaders needed: 
http://forum.openscenegraph.org/viewtopic.php?t=15339

Cheers,
Jannik

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Re: [osg-users] More lights in scene!

2016-10-23 Thread Trajce Nikolov NICK
yes ! .. That is very nice project. Here is the video

https://www.youtube.com/watch?v=HIrq4sF5QO8

On Sun, Oct 23, 2016 at 9:52 PM, Nickolai Medvedev 
wrote:

> Hi, Trajce!
>
> Here i found:
>
> https://github.com/bcrusco/Forward-Plus-Renderer
>
> Well, deferred renderer is more suitable for a large number of light
> sources.
> And it is necessary to create also new materials system...
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=69121#69121
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>
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Re: [osg-users] More lights in scene!

2016-10-23 Thread Nickolai Medvedev
Hi, Trajce!

Here i found:

https://github.com/bcrusco/Forward-Plus-Renderer

Well, deferred renderer is more suitable for a large number of light sources.
And it is necessary to create also new materials system...

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Re: [osg-users] More lights in scene!

2016-10-23 Thread Trajce Nikolov NICK
Hi Nickolai,

this is the topic that I am still learning ... Do a search for Forward+.
Here is some opensource OSG implementation: http://openig.compro.net 
the source is here: https://github.com/CCSI-CSSI/MuseOpenIG .. Look there
for the ForwardPlus plugin.

Short story, without digging into the details of F+ itself, you encode your
light attributes (color, direction, range ..) into float texture (or
TextureBufferObject) and in your shaders you unpack the light attributes
from these and perform your lighting. This way you are not limited to the
OpenGL constructs for lights.

It is really advanced topic but interesting as well indeed ...

Cheers,
Nick

On Sun, Oct 23, 2016 at 9:12 PM, Nickolai Medvedev 
wrote:

> Hi, community!
>
> I have a question: how i can create more than 8 lights in scene. Need new
> shader-based light system? If so, how i can make these?
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=69119#69119
>
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[osg-users] More lights in scene!

2016-10-23 Thread Nickolai Medvedev
Hi, community!

I have a question: how i can create more than 8 lights in scene. Need new 
shader-based light system? If so, how i can make these?

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Re: [osg-users] Latest OSG cannot realize viewer under Android

2016-10-23 Thread michael kapelko
Hi.

I've successfully used ADT bundle (year 2014) to build OSG 3.0.1 (year
2011) GLES2 example, but AndroidStudio (year 2016) can't build it.
It's not clear what causes it, but I will continue to investigate.


2016-10-20 21:30 GMT+07:00 Jordi Torres :

> Hi Michael,
>
> I'm sorry I don't have the time now to dig into the problems you have. But
> I strongly recommend you base your work in http://www.openscenegraph.
> org/index.php/documentation/platform-specifics/android/
> 178-building-openscenegraph-for-android-3-4, I've tested it a number of
> times with success. Then you can make use of osgAndroid if you target GL_ES
> 1 ( https://github.com/miragetech/osgAndroid ). If GL_ES 2 is a must you
> are on your own, but I tested it with success some time ago.
>
> Cheers.
>
> 2016-10-20 15:45 GMT+02:00 michael kapelko :
>
>> Since I can't find the starting point for Android with latest OSG, I'll
>> try to dive back into year 2011 to the point where it first worked for Jorge
>> Izquierdo Ciges who wrote the first Android docs:
>> http://www.openscenegraph.org/index.php/documentation/platfo
>> rm-specifics/android/44-building-openscenegraph-for-android-3-0-3-0-1
>> I'll recreate mid-2011 development environment and challenge my luck.
>>
>> 2016-10-20 1:38 GMT+07:00 Robert Osfield :
>>
>>> Hi Michael,
>>>
>>> I haven't done any development under Android myself so can't comment
>>> on the specifics. A few general comments might help a bit perhaps.
>>> Hopefully others in the community with Android experience will be chip
>>> in with specifics.
>>>
>>> The osgViewer library doesn't have any Android support built into it,
>>> so it's not possible to just use osgViewer like you do on the desktop.
>>> Instead you'll need to have create an GLES graphics window from within
>>> Android and then get osgViewer to render to this via the
>>> GraphicsWindowEmbedded adapter.  This is the route that the
>>> OpenSceneGraph/examples/osgAndoidExampleGLES1/GLES2 take, this is what
>>> the setUpViewerAsEmbeddedInWindow(..) call will be doing.
>>>
>>> Robert.
>>>
>>>
>>> On 19 October 2016 at 15:26, michael kapelko  wrote:
>>> > Hi.
>>> > I'm trying to make a minimal OSG application to work under Android.
>>> > I closely follow GLES2 example.
>>> > Upon viewer->realize() call I get the following errors:
>>> >
>>> > I/OSGLog: Warning:
>>> > GraphicsContext::WindowingSystemInterfaces::getWindowingSyst
>>> emInterface()
>>> > failed, no interfaces available.
>>> > I/OSGLog: AcrossAllScreens::configure() : Error, no
>>> WindowSystemInterface
>>> > available, cannot create windows.
>>> > I/OSGLog: Viewer::realize() - failed to set up any windows
>>> >
>>> > This leads to a viewer without instantiated Camera.
>>> >
>>> > Is it normal to have those errors? Is there any windowing interface for
>>> > Android?
>>> >
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