Anthony Face writes:
Hi,
i would like to load a 3ds file, that point is ok i have my node*
but now i need an Vec3Array from this node*,
can i do it and how if possible?
Hi Anthony,
Depending on your purpose to get those points, several solutions
exist. Can you specify?
--
Alberto
Hi Almir,
You can open the osg file with a text editor and check the texture unit. Can
you also check if it is a Texture2D or TextureRectangle ?
Mourad
On Thu, Feb 17, 2011 at 3:43 AM, Almir Brazil almir@gmail.com wrote:
Hi hybr!
I can feel that I'm getting close.
I've done all what
Hi Almir,
I feel like your best bet in this situation is save your scene on .osg (text)
format and watch what's going on in text editor, and so with your original
model. You can see what changes are and if they correct.
Cheers,
Sergey.
17.02.2011, 05:43, Almir Brazil almir@gmail.com:
Hi
I've not used any of the osg file formats so I can't help you there
specifically, but I suspect the osganimation serializer is in need of
updating. Cedric Pinson wrote osgAnimation so he's the best person to
consult on this matter.
On 16 February 2011 16:23, Thomas Hogarth
Hi Lucie.
Not sure about TextureRectangle, but for others you want something like
texture-setNumMipmapLevels(0);
texture-setFilter(osg::Texture::MIN_FILTER , osg::Texture::LINEAR);
texture-setFilter(osg::Texture::MAG_FILTER , osg::Texture::LINEAR);
Cheers,
Sergey.
16.02.2011, 19:57, lucie
Interesting subject line ;)
It sounds like you're new to OpenSceneGraph, I recommend getting familiar
with how it works by having a look at the documentation in
http://www.openscenegraph.org/projects/osg/wiki/Support
There's a brief summary of the FBX plugin at
Hi,
I am having an issue with osgdb_jp2, libjasper.dylib. in the regular
./configure, make, make install cycle.
Trying to build osg dev 2.9.11 (although I got the same issue on 2.8.3), on mac
os x 10.6.6. Below is a paste from the terminal.
I understand what its telling me, but am unsure of
Hi,
Is it possible to assign a material to a node loaded from fbx plugin?
I try to do the following, but without results ...
Code:
osg::Group* node =
dynamic_castosg::Group*(osgDB::readNodeFile(fresadora.fbx));
osg::Material *material = new osg::Material();
update: resolved
as a friend pointed out a few hours after I posted this, for the dylib's that
failed to work, I should've checked what architecture they were built for by
using lipo -info or the file commands, which normally results in adding an
-arch i386 or -arch x86_64 to the gcc
Ok,
I think I understand a little bit more about what is happening, but not why.
I turned on OpenGL tracing (using glIntercept) and got some very interesting
results. I forced the viewer into single thread mode and set the main camera
pointing in a direction where basically nothing should be
Regarding your subject line (FBX plugin sets material diffuse color alpha to
0), the plugin sets the alpha to whatever was in your model. See
FbxMaterialToOsgStateSet::convert.
If you want to override the material in any model (FBX or otherwise), try
GeeKer writes:
Hi, guys
I have installed OSG 2.8.3 using '*yum install OpenSceneGraph**'. This
version works well.(osgviewer cow.osg = fps=40)
But when I compiled OSG 2.8.3 myself, using './configure make', it
run much slower than pre-compiled version. (fps 20)
Still,
Hi all --
Has anyone ever used uniform arrays of ints on OS X? If so, did that work? For
some odd reason, my shaders running on OS X behave as if all elements of uniform
int arrays are zero. The same code running on Linux or Windows runs fine.
As a workaround, I've been able to either 1) not
Hi all,
I'm trying to draw some instanced geometry, passing a transform per
instance. I've set up a uniform array for each node I'm instancing,
which has a fixed number of values (I'm using 128 now) and that works well.
The problem is that this way of passing data seems limited to a small
Hi Paul,
Has anyone ever used uniform arrays of ints on OS X? If so, did that
work? For some odd reason, my shaders running on OS X behave as if all
elements of uniform int arrays are zero. The same code running on Linux
or Windows runs fine.
As a workaround, I've been able to either 1) not
Hi Paul,
I have never tried this myself. I did just do a quick search of the
Mac-OpenGL list (I keep all the posts in this account.)
Maybe this is the problem?
http://lists.apple.com/archives/mac-opengl/2008/Nov/msg00061.html
-Eric
On Thu, Feb 17, 2011 at 12:14 PM, Jean-Sébastien Guay
zonk wrote:
Hi,
hi.
can you tell me how i can use fbx files in osg? i use windows 7
Thank you!
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36749#36749
___
osg-users
FYI, new GPU Text out:
'GPU Computing Gems'
Wen-mei W. Hwu, Editor
http://www.amazon.com/GPU-Computing-Gems-Emerald-Applications/dp/0123849888/ref=sr_1_1?s=booksie=UTF8qid=1297975998sr=1-1
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Hi,
OK, no problem, if i have have any success, i will share with you both.
Thank you!
Cheers,
Nan
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36777#36777
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osg-users mailing list
Hi Michael, hi all,
I spotted a strange line in fbxMaterialToOsgStateSet.cpp :
result.opacityFactor = pFbxPhong-GetTransparencyFactor().Get();
Which says the opacity map (if present) will be affected an opacity. But what
is retreived from FBX is the transparency, not the opacity. I guess the
yes, I saw it and as I try, but even so I make the mistake about not finding
the plugins. I think (from what I've seen) that I need is something like
compile the plugins but I do not know how.
PS: sorry if my English is not very good
--
Read this topic online here:
Hi, J-S
Uniform arrays maximum size is implementation dependent and about 4k-16k(+)
floats in general. I personally used plain 1D\2D textures to store data for
instancing. Another options as you mentioned is uniform buffers, textures and
texture buffer objects. Uniform buffers max size is quite
Hi again,
Wrote it wrong with sizes actually, uniform arrays in general goes in range of
512 - 4k floats max, and these limits counts towards size of all uniforms used
in program summed, not each one of them individually. And uniform buffers
should be at least 16k floats max if supported.
hybr wrote:
Hi Almir,
I feel like your best bet in this situation is save your scene on .osg (text)
format and watch what's going on in text editor, and so with your original
model. You can see what changes are and if they correct.
Cheers,
Sergey.
17.02.2011, 05:43, Almir Brazil :
Hi Sergey,
Thanks for your guidance. The data I need per drawable might fit in 16k
floats per drawable. I need a transform and a color, but the transform
will always have a uniform scale, so that's:
- 3 floats for translation
- 4 floats for rotation quaternion
- 1 float for uniform scale
- 4
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