Hi,
I've built OSG as frameworks (on Mac OS X, of course) and everything worked
fine on my end (even the FBX plugin built against the latest FBX SDK). Only
one note: I've got lots of warnings and had to manually change the
installation path for each framework because CMake ignored it.
Regards.
Awesome! Got it installed, will have to explore the features later.
Thank you!
Cheers,
Martin
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I tried exporting this model:
http://www.blendswap.com/3D-models/weapons/a-104-cold-fusion-assault-rifle/
And got errors:
Code:
osg: WARNING Camera CAMERA not exported
osg: exporting mesh Circle.805
osg: mesh Circle.805 with material bpy_struct, Material(screen)
osg: vertexes 8
osg: faces 2
I commented out that line and blender seems to end up in an endless loop. When
I cancel the script with ctrl-c the stack trace ends up in osg\osgdata.py, line
701, in equalVertices.
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Hi Martin,
I believe that you can use the blender osg exporter only up until
version 2.49b, i.e. 2.5 and higher cannot be used.
Also, take into account (I got that info from Cedric) that the model
needs to have up-to-date materials. The older materials are not exported.
good luck
Raymond
Reedev:
I used the 2.57 plugin tghat damyon posted.
Thank you!
Cheers,
Martin
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Hi,
Ok, no prob. Fyi: I used 2.49b and the model exported ok.
cheers, have fun
Raymond
On 5/7/2011 11:39 AM, Martin Scheffler wrote:
Reedev:
I used the 2.57 plugin tghat damyon posted.
Thank you!
Cheers,
Martin
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Hi Robert,
Am 06.05.11 15:20, schrieb Robert Osfield:
but Windows and OSX it'd be very useful to have
feedback on.
Compile went fine for OS X 32bit, OS X 64bit, and IOS.
cheers,
Stephan
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Hi All,
I have updated Cedrics export plugin for blender 2.57 and sent him the patch.
In the mean time here is my modified version of his script (seems to work for
me).
Cheers,
Damyon
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Hi,
Am 07.05.11 09:17, schrieb Alessandro Terenzi:
Only
one note: I've got lots of warnings and had to manually change the
installation path for each framework because CMake ignored it.
Did you built the install-target? this target sets the installation
paths on the varius build-products.
Hi Robert,
My nightly build is failing right now, I think it's because I don't have
the latest FBX SDK. In any case, if it builds fine for others, don't
consider my build as a valid data point. I'll probably fix it on Monday
when I get to work.
Thanks,
J-S
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Hi, CraigWill C be rendered twice? - yesWould it work to make C a child of A only, with A PRE_RENDER and B POST_RENDER? - yesYou could also use linear structure like A - B - CCheers, Sergey.06.05.2011, 17:55, "Craig S. Bosma" craig.bo...@gmail.com:Sergey,Thanks, that's been very helpful. I have
Hi J-S and Robert,
Yes, you will need the latest FBX SDK (2012.1) to build the plugin.
And it compiles fine on my Windows XP and Visual Studio 9 now.
Cheers,
Wang Rui
2011/5/7 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com:
Hi Robert,
My nightly build is failing right now, I think
I have been testing a few more advanced models and have found some problems
with the updated script - I'll take a look at it and see if I can fix it in the
next few days.
I'll post any updates to this thread.
Cheers,
Damyon
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Hi everybody,
I'm developing an osg based application
that needs to fade some objects out of the scene when it is destroyed.
So, instead of a sudden disappearing,
I would like to make it slowly disappear from the screen, let's say for example
in 1 second.
I think that I could:
1) draw the final
Hi,
I have a VPB generated terrain model (.osga),about 4000Km*4000KM and near 3 G.
When I use osg2.9.11 viewering (osgviewer) this model ,it costs me only
5%~10% cpu usage.
When I use osg2.8.4 viewering this model ,it cost me 15%~25% cpu usage.
Is it because osg2.9.11 made improvements
Hi,
... Hi,
I have a VPB generated terrain model (.osga),about 4000KM*4000KM and near 3 G.
When I use osg2.8.4 viewering this model ,it cost me 15%~25% cpu usage.
I also make a province boundary layer model using OSGGIS,it convers some vector
shp file to a .ive model (all lines) which is
On 5/7/2011 8:58 AM, Gianluca Natale wrote:
Hi everybody,
I'm developing an osg based application
Are you using GLSL shaders, or only basic FFP?
Why not move the fading objects into a TRANSPARENT_BIN and adjust the alpha
value of the
geometry down progressively?
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Chris 'Xenon' Hanson,
On 5/7/2011 9:24 AM, Lv Qing wrote:
Is it because osg2.9.11 made improvements dealing with VPB generated terrain
model ?
OSG continues to improve. 2.9.11 will have lots of changes that could impact
performance. What is the purpose of your question -- if 2.9.11 works better,
why not just
use
On 5/7/2011 9:35 AM, Lv Qing wrote:
I have a VPB generated terrain model (.osga),about 4000KM*4000KM and near 3
G.
When I use osg2.8.4 viewering this model ,it cost me 15%~25% cpu usage.
I also make a province boundary layer model using OSGGIS,it convers some
vector shp file to a .ive
Hi,
When I integrating my osg application into a QT application ,I found some
include conflicting while using osg 2.9.11.
/usr/local/include/osgDB/Serializer:640: error:expected unqualified-id before
numeric constant
/usr/local/include/osgDB/Serializer:640: error:expected `)' before numeric
Chris 'Xenon' Hanson wrote:
On 5/7/2011 9:24 AM, Lv Qing wrote:
Is it because osg2.9.11 made improvements dealing with VPB generated
terrain model ?
OSG continues to improve. 2.9.11 will have lots of changes that could impact
performance. What is the purpose of your question -- if
Hi,
...
I mean why viewering a much small model (3.5mb) takes as much cpu usage as a
large one(3.0G)?
Thank you!
Cheers,
Lv
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Hi Chris,
I'm using FFP, and I guess that I could do this effect without using GLSL and
with minimal effort.
I already tried what you suggest, i.e. blending the object being destroyed with
the background.
There are some disadvantages in doing that:
1) that object would show its back faces
Hi I have now implemented a method that extracxt all points of a node.
Here is the geometry-extraction.
Code:
osg::Vec3Array *vertices = (osg::Vec3Array *)geom-getVertexArray();
osg::Geometry::PrimitiveSetList primitiveList =
geom-getPrimitiveSetList();
int polygonIndex = 0;
Hi, everyone
When compiling osg source code, I followed the instruction here:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
download 3rdParty_VC9sp1_x86_x64_V5.7z and put 32bit version in
C:\OpenSceneGraph-2.8.4\3rdParty
then add the ENV variable OSG_3RDPARTY_DIR to auto
On 5/7/2011 10:03 AM, Lv Qing wrote:
I mean why viewering a much small model (3.5mb) takes as much cpu usage as a
large one(3.0G)?
Your large model uses sophisticated heirarchical LOD techniques to not ever
have all the
large data in memory at once.
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Chris 'Xenon' Hanson, omo sanza
On 5/7/2011 1:27 PM, Nan WANG wrote:
Hi, everyone
When compiling osg source code, I followed the instruction here:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
download 3rdParty_VC9sp1_x86_x64_V5.7z and put 32bit version in
C:\OpenSceneGraph-2.8.4\3rdParty
then add
Hello Nan,
When compiling osg source code, I followed the instruction here:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
download 3rdParty_VC9sp1_x86_x64_V5.7z and put 32bit version in
C:\OpenSceneGraph-2.8.4\3rdParty
then add the ENV variable OSG_3RDPARTY_DIR to auto
Hello J-S
I checked your solution, putting 32bit and 64bit in 3dparty directory
It doesn't work...not only JPEG_LIBRARY but also JPEG_INCLUDE_DIR are
missingworse than putting 32bit only solution...
I dont know how to fix this problem I will take AlphaPixel dependencies to
instead
Hi,
I have an application to take various view of a dae model and render into
textures. I used and worked from the sample project from osgScreenCapture. I
managed to do the screen capture and the textures captured of the model appear
to be textureless. When I tried to load other files eg
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