Re: [osg-users] from Node (loaded from .3ds file) to vec3Array

2011-02-17 Thread Alberto Luaces
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

Re: [osg-users] How to change a texture in a imported OSG file?

2011-02-17 Thread Mourad Boufarguine
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

Re: [osg-users] How to change a texture in a imported OSG file?

2011-02-17 Thread Sergey Polischuk
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

Re: [osg-users] Fwd: Controlling animations in FBX models

2011-02-17 Thread Michael Platings
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

Re: [osg-users] disable mipmapping

2011-02-17 Thread Sergey Polischuk
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

Re: [osg-users] [osgPlugins] Michael Platings

2011-02-17 Thread Michael Platings
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

[osg-users] [build] osgdb_jp2 libjasper build issue osg dev 2.9.11 on mac os x 10.6.6

2011-02-17 Thread Andrew Clayphan
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

Re: [osg-users] FBX plugin sets material diffuse color alpha to 0?

2011-02-17 Thread Aitor Ardanza
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();

Re: [osg-users] [build] osgdb_jp2 libjasper build issue osg dev 2.9.11 on mac os x 10.6.6

2011-02-17 Thread Andrew Clayphan
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

Re: [osg-users] Main frame buffer corruption when using a slave camera to POST_RENDER to a FBO

2011-02-17 Thread Roger James
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

Re: [osg-users] FBX plugin sets material diffuse color alpha to 0?

2011-02-17 Thread Michael Platings
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

Re: [osg-users] Why Compiled OSG is slower than pre-compiled version?

2011-02-17 Thread Alberto Luaces
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,

[osg-users] GLSL issues on OS X

2011-02-17 Thread Paul Martz
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

[osg-users] Passing array of data to vertex shader - uniform array?

2011-02-17 Thread Jean-Sébastien Guay
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

Re: [osg-users] GLSL issues on OS X

2011-02-17 Thread Jean-Sébastien Guay
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

Re: [osg-users] GLSL issues on OS X

2011-02-17 Thread Eric Wing
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

Re: [osg-users] [osgPlugins] OSG Plugins

2011-02-17 Thread Josue Hernandez
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

Re: [osg-users] Marching Cube Example???

2011-02-17 Thread Buckley, Bob CTR MDA/DES
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

Re: Marching Cube Example?

2011-02-17 Thread Nan WANG
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 ___ osg-users mailing list

[osg-users] FBX opacity map factor inverted?

2011-02-17 Thread Sukender
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

Re: [osg-users] [osgPlugins] Michael Platings

2011-02-17 Thread Josue Hernandez
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:

Re: [osg-users] Passing array of data to vertex shader - uniform array?

2011-02-17 Thread Sergey Polischuk
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

Re: [osg-users] Passing array of data to vertex shader - uniform array?

2011-02-17 Thread Sergey Polischuk
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.

Re: [osg-users] How to change a texture in a imported OSG file?

2011-02-17 Thread Almir Brazil
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 :

Re: [osg-users] Passing array of data to vertex shader - uniform array?

2011-02-17 Thread Jean-Sébastien Guay
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