Hi,
my automated build system fails with the new FindFBX.cmake (plain
vanilla osg from trunk). CMake complains:
8 snip 8
CMake Error: Error in cmake code at
C:/Program
Files/Jenkins/jobs/osg/workspace/osg/CMakeModules/FindFBX.cmake:25:
Parse error. Function missing ending ). Instead
Hi Pablo,
Implementing the Drawable::accept(PrimitiveFunctor) is that should be
required to enable picking. If this method isn't being called double
check the method signature, for instance if you miss the const then
C++ will treat the method as a different method entirely. Another
area to look
Hi Stephan,
Could the use of a nested () section with the enclosing ELSEIF() be the problem?
Perhaps this test coulde be separated out into several separate lines
that decide whether 64bit is required or not. Could you experiment
with getting this to work, it'd be good to keep the OSG working
Hi Robert,
As I don't use the FBX-plugin I can't test my modifications, they
satisfy cmake 2.6 though. See attached file.
cheers,
Stephan
Am 04.05.11 10:08, schrieb Robert Osfield:
Hi Stephan,
Could the use of a nested () section with the enclosing ELSEIF() be the
problem?
Perhaps this
If I read that file correctly, for x64 builds it would execute both
SET(FBX_LIBDIR ${FBX_LIBDIR}/x86)
as well as
SET(FBX_LIBDIR ${FBX_LIBDIR}/x64)
which would be incorrect.
The attached file gives the correct behaviour without the nested
parentheses.
-Michael
On 4 May 2011 09:29,
Hi J-S,
LOL, debug threading , me :)
Just out of curiosity is yours an NVidia system, mine is SLI configurations
(2cards) (GTX480)?
Cheers
Martin
I've been seeing this for a while now. I don't know what causes it. It's
also very inconsistent. Sometimes you'll start osgviewer and it's fine
Hi Michael + Robert,
Am 04.05.11 11:00, schrieb Michael Platings:
The attached file gives the correct behaviour without the nested
parentheses.
this version works fine on my end.
thanks again.
Stephan
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Hi Michael,
Your suggestions looks good, now merged and submittted to svn/trunk.
Cheers,
Robert.
On Wed, May 4, 2011 at 10:00 AM, Michael Platings mplati...@gmail.com wrote:
If I read that file correctly, for x64 builds it would execute both
SET(FBX_LIBDIR ${FBX_LIBDIR}/x86)
as well as
Hello everyone:
i have a question regarding how to pass texture to shader
There were some code in the tutorial, such as:
Code:
bumpMapProgramObject-addShader( bumpFragmentObject );
bumpMapProgramObject-addShader( bumpVertexObject );
osg::Uniform* lightPosU =
Hi Nan
Can you provide link of tutorial you are talking about ?
Cheer
David Callu
2011/5/4 Nan WANG nan.c...@gmail.com
Hello everyone:
i have a question regarding how to pass texture to shader
There were some code in the tutorial, such as:
Code:
bumpMapProgramObject-addShader(
here it is:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/ShadersUpdating
ledocc wrote:
Hi Nan
Can you provide link of tutorial you are talking about ?
Cheer
David Callu
2011/5/4 Nan WANG ()
Hello everyone:
i have a question regarding how to pass
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/ShadersUpdating
Thank you!
Cheers,
Nan
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Hi Nan,
I can't found the bumpmap.vert file on internet.
But you can access to tankBodyNormalMap in shader this way:
in the Vertex/Fragment Shader, declare
uniform sampler2D normalMap;
then use it like this:
vec4 normalFromTexture = texture(normalMap, texCoord1);
HTH
David
Hi DJ,
You're welcome! And thank you for exposing your thoughts.
Well, you're right, the problem has always been there. And of course,
removing the container will remove userData and descriptionList. However I
think that a developer removing the container MUST know what (s)he's doing. You
Hi Sergey,
Thank you for the links.
You're right when saying variant causes a lot of issues. I won't bring an
answer about Variant here, but just some points about the current design:
I must say I wondered about adding a support for basic types (conversion
from/to int/string/double...). The
could you explain why here you used texCoord1?
because of we setting '1' here?
sset-setTextureAttributeAndModes(1,tex2D,osg::StateAttribute::ON);
sset-addUniform(new osg::Uniform(tex,1));
i dont think so ...
Thank you!
Cheers,
Nan
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Hi Martin,
LOL, debug threading , me :)
Yeah, seems a few of us are on the same boat, we like to use
multithreaded systems but aren't comfortable debugging them yet. :-)
Just out of curiosity is yours an NVidia system, mine is SLI configurations
(2cards) (GTX480)?
Mine is NVidia but
i have got the same problemdo you have solution?
Thank you!
Cheers,
Nan
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Hi Sukender,
for your suggestion
class TypedValueBase : public ValueBase
{
public:
typedef unsigned int ValueType;
ValueType getType() const { return _type; }
protected:
ValueType _type;
};
consider
templatetypename T
struct VarValue{
VarValue(T _t) : m_T(_t){}
typedef T
I use texCoord1 as an example.
in fact you have to use:
in the vertex shader:
gl_TexCoord[1] = gl_MultiTexCoord1;
or define your own output variable
out vec2 texCoord1;
texCoord1 = gl_MultiTexCoord1;
in the vertex/fragment shader:
vec4 normalFromTexture =
To complete my answere:
2011/5/4 Nan WANG nan.c...@gmail.com
could you explain why here you used texCoord1?
because of we setting '1' here?
here, you push tex2D in the texture unit 1
sset-setTextureAttributeAndModes(1,tex2D,osg::StateAttribute::ON);
here you set uniform tex
Normally, it should be like this.
but, 'gl_MultiTexCoord1' you used is not right..i tested it...no texture is
passed to shader if you use
gl_TexCoord = gl_MultiTexCoord0;
i =0,1,2,3
the texture is passed to Shader... only the gl_MultiTexCoord0 works~...
do you know how to use
Hi Sukender,
while
templatetypename T
struct VarValue{
VarValue(T _t) : m_T(_t){}
typedef T value_type;
T m_T;
};
was correct in my last mail
T getType() const { return value_type; }
was incorrect, still anyway take a look at how such things are done in Ogre
Hi Nan,
could you explain why here you used texCoord1?
because of we setting '1' here?
sset-setTextureAttributeAndModes(1,tex2D,osg::StateAttribute::ON);
sset-addUniform(new osg::Uniform(tex,1));
i dont think so ...
Generally, there will be a correspondence between 3 things:
Hello Nan,
but, 'gl_MultiTexCoord1' you used is not right..i tested it...no texture is
passed to shader if you use
If you want to use a given texcoord array, you need to have it defined
in the geometry... So you need:
geometry-setTexCoordArray(1, texCoordArray1);
for
Hi,
I need to implement resize and reposition at runtime of a nondecorated X11
window.
Due to I am new to openscenegraph programming I need help ;)
What I got working is how to set the size and position before starting viewer
run(). But how do I change the traits at runtime? Is there an example
Hello Sukender,
In response to your backward compatibility suggestions, I believe clear
documentation is the key, and I believe you all are off to a good start in
that regard.
Inlining the deprecated functions with appropriate comment is a good start
for clear documentation in the source code.
Just wondering if anyone knows anything about the unit tests?
Our build system reports that
osgunittestsd.exe read-threads 2
is failing on the 2.8.5/vs10/x64/debug platform.
Does anyone know if this is expected to work, or if it's been broken for a
while?
--
Chris 'Xenon' Hanson, omo
Please ignore.
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http://www.skew-matrix.com/
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(My replies to Ryan Pavlik on this thread seem to be getting routed to
/dev/null, so here's a repost...)
Hi Ryan -- For future reference (as mentioned previously on this thread),
submissions for 2.8.5 should be posted to osg-submissions. But I've got this
now, so no problem.
I'll take a
On Wed, May 4, 2011 at 12:31 PM, Paul Martz pma...@skew-matrix.com wrote:
(My replies to Ryan Pavlik on this thread seem to be getting routed to
/dev/null, so here's a repost...)
Hi Ryan -- For future reference (as mentioned previously on this thread),
submissions for 2.8.5 should be posted
Hi Alessandro,
I had some time to polish the GraphicsWindowIOS-implementation and it
should work now to use a GraphicsWindowIOS as part of a bigger
IOS-application.
on github (https://github.com/stmh/osg/tree/iphone) there's even a new
example demonstrating the usage.
Basically you create a
Hi all,
As mentioned in a recent thread I'm looking at streamlining our content
creation pipeline these days. One thing I think would help is if we
could get models in a state where they're usable by our engine
immediately when they come out of the content creation tool. This would
require a
Hi Jean-Sébastien,
Have you tried the latest pre-built 64-bit osgmaxep installer? I've done
some limited testing with it on Max 2011 and 2012 and it seems to export
fine.
I don't check the sourceforge forums that often. I personally think
osgmaxexp questions would be better asked on this mailing
Hi Farshid,
Thanks for answering.
Have you tried the latest pre-built 64-bit osgmaxep installer? I've done
some limited testing with it on Max 2011 and 2012 and it seems to export
fine.
Yes, as I said it works fine. The problems arise when I compile the
plugin myself and try to use my
Hi,
I too have had these same kinds of problems with the FBX SDK...
I got the sdk from Autodesk and found those same kinds of complaints... like
this function is not a member of so and so... and yes... they do indeed play
games with the members of certaiin classes (they can't make up their
Hi,
Just as a follow on after reading Andrea's last post... I am not using the
static libraries, so I'm not sure that requires is all that relevant... (if
that helps other things).
Cheers,
tim
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Hi,
Just for completeness of subject matter...
After giving up on forcing CMake to help generate the appropriate includes for
my VS10 project files with osg 2.9.11... I used some of the following to
complete the ones it did generate...
Preprocessor- for annoying mismatches of levels
On Wed, May 4, 2011 at 4:55 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Yes, as I said it works fine. The problems arise when I compile the plugin
myself and try to use my compiled version in Max... It doesn't seem to work
the same as the pre-built one.
My question is how
Hi Farshid,
Sorry, I must have misread your original email. What is the exact error
message you are seeing? The installer will place the pre-built osg
binaries in the max application folder. It also adds the appropriate
osgexp install path to plugin.ini. So make sure to replace all the
Hi Jean-Sébastien,
OK. The different ways you mention above, are they all currently supported
by OSGExp? Meaning, the material name is exported? The object properties
field is exported as descriptions you say? (I haven't gone through the code
to OSGExp yet)
Yes, all the methods I described
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