[osg-users] FindFBX.cmake broken on WIn32/Cmake 2.6?

2011-05-04 Thread Stephan Maximilian Huber
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

Re: [osg-users] Drawable::accept not called!

2011-05-04 Thread Robert Osfield
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

Re: [osg-users] FindFBX.cmake broken on WIn32/Cmake 2.6?

2011-05-04 Thread Robert Osfield
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

Re: [osg-users] FindFBX.cmake broken on WIn32/Cmake 2.6?

2011-05-04 Thread Stephan Maximilian Huber
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

Re: [osg-users] FindFBX.cmake broken on WIn32/Cmake 2.6?

2011-05-04 Thread Michael Platings
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,

Re: [osg-users] stats issue with svn

2011-05-04 Thread Martin Naylor
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

Re: [osg-users] FindFBX.cmake broken on WIn32/Cmake 2.6?

2011-05-04 Thread Stephan Maximilian Huber
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 ___ osg-users mailing list

Re: [osg-users] FindFBX.cmake broken on WIn32/Cmake 2.6?

2011-05-04 Thread Robert Osfield
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  

[osg-users] texture to shader parameter?

2011-05-04 Thread Nan WANG
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 =

Re: [osg-users] texture to shader parameter?

2011-05-04 Thread David Callu
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(

Re: [osg-users] texture to shader parameter?

2011-05-04 Thread Nan WANG
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

Re: [osg-users] texture to shader parameter?

2011-05-04 Thread Nan WANG
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/ShadersUpdating Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38986#38986 ___ osg-users mailing list

Re: [osg-users] texture to shader parameter?

2011-05-04 Thread David Callu
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

Re: [osg-users] Meta-data in core OSG - project started

2011-05-04 Thread Sukender
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

Re: [osg-users] Meta-data in core OSG - project started

2011-05-04 Thread Sukender
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

Re: [osg-users] texture to shader parameter?

2011-05-04 Thread Nan WANG
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 -- Read this topic online

Re: [osg-users] stats issue with svn

2011-05-04 Thread Jean-Sébastien Guay
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

Re: [osg-users] Multitexture in Shader

2011-05-04 Thread Nan WANG
i have got the same problemdo you have solution? Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38992#38992 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Meta-data in core OSG - project started

2011-05-04 Thread Sergey Kurdakov
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

Re: [osg-users] texture to shader parameter?

2011-05-04 Thread David Callu
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 =

Re: [osg-users] texture to shader parameter?

2011-05-04 Thread David Callu
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

Re: [osg-users] texture to shader parameter?

2011-05-04 Thread Nan WANG
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

[osg-users] Meta-data in core OSG - project started

2011-05-04 Thread Sergey Kurdakov
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

Re: [osg-users] texture to shader parameter?

2011-05-04 Thread Jean-Sébastien Guay
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:

Re: [osg-users] texture to shader parameter?

2011-05-04 Thread Jean-Sébastien Guay
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

[osg-users] resize and reposition at runtime of a nondecorated X11 window

2011-05-04 Thread Tobias Bauer
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

Re: [osg-users] Meta-data in core OSG - project started

2011-05-04 Thread D.J. Caldwell
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.

[osg-users] osgunittestsd.exe read-threads 2 fails on 2.8.5/vs10/x64/debug

2011-05-04 Thread Chris 'Xenon' Hanson
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

[osg-users] testing

2011-05-04 Thread Paul Martz
Please ignore. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] OSG 2.8.5 stable release discussion

2011-05-04 Thread Paul Martz
(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

Re: [osg-users] OSG 2.8.5 stable release discussion

2011-05-04 Thread Ryan Pavlik
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

Re: [osg-users] iOS: integration with not-OpenGL apps

2011-05-04 Thread Stephan Huber
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

[osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Jean-Sébastien Guay
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

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Farshid Lashkari
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

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Jean-Sébastien Guay
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

Re: [osg-users] [osgPlugins] Error compiling fbx plugin

2011-05-04 Thread tim paige
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

Re: [osg-users] [osgPlugins] Error compiling fbx plugin

2011-05-04 Thread tim paige
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 -- Read this topic online here:

Re: [osg-users] Cmake INCLUDE_DIRECTORIES issues

2011-05-04 Thread tim paige
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

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Farshid Lashkari
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

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Jean-Sébastien Guay
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

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-04 Thread Farshid Lashkari
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