Re: [osg-users] [osgPlugins] How to add Animations stored in Fbx to another Fbx model

2013-06-18 Thread Sebastian Messerschmidt
Hi, I'm trying to do the same thing. I've got two models (fbx). The first one is containing an animation and a skeleton with (rigged) geometry. The second file contains an animation and another skeleton. Unfortunately, the merging approach doesn't seem to work. I can animate the second one,

[osg-users] Font mipmapping

2013-06-18 Thread Filip Arlet
Hi, I want to generate font mipmaps myself from library not by gl or glu function. How do I do that ? Thank you! Cheers, Filip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54643#54643 ___

Re: [osg-users] [osgPlugins] How to add Animations stored in Fbx to another Fbx model

2013-06-18 Thread Sergey Polischuk
Hi You can do this trick only with animations applied to identical models: vertices, bones and transforms names\hierarchy etc. should be same in both models, just animation is different. You can't hotswap animation from different model. Cheers. 18.06.2013, 11:08, Sebastian Messerschmidt

Re: [osg-users] [osgPlugins] How to add Animations stored in Fbx to another Fbx model

2013-06-18 Thread Sebastian Messerschmidt
Hi Sergey, The models are from a commercial package and are actually using the same skeleton etc. Only difference is that the first one is containing the mesh associated with the skeleton and only an idle animation. The other model contains only the skeleton along with an animation.

Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-18 Thread Robert Osfield
Hi All, I have just finished a rather intensive bout of work on the new cleaned up osg::Geometry, one of the most challenging parts was providing a fallback for the deprecated array indices and BIND_PER_PRIMITIVE usage. The new osg::Geometry doesn't support rendering of geometries with indices

Re: [osg-users] [osgPlugins] How to add Animations stored in Fbx to another Fbx model

2013-06-18 Thread Sebastian Messerschmidt
I've tried a different approach and still I'm failing. An alternative set I use, is a mesh with a skeleton, not containing any animations thus no BasicAnimationManager for the first model. The second model is the same skeleton (without the geometries) and an animation. Can anyone help me with

Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-18 Thread Pjotr Svetachov
Hi Robert, I tried out your code and it won't load a lot of geometry files even if they are using fast path. The problem lies in that with the old Geometry::ArrayData structure you could first set the binding and then the array. Now you are forced to do this the other way around. The ive

Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-18 Thread Robert Osfield
Hi Pjotr, On 18 June 2013 15:04, Pjotr Svetachov pjotrsvetac...@gmail.com wrote: I tried out your code and it won't load a lot of geometry files even if they are using fast path. The problem lies in that with the old Geometry::ArrayData structure you could first set the binding and then the

Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-18 Thread Robert Osfield
Hi Pjotr, Could you do an svn update, rebuild and then report how your models load, hopefully the changes I've made will address the issue. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-18 Thread Judson Weissert
Hi Robert, Great work! I just have a few questions/comments. On 6/18/2013 7:42 AM, Robert Osfield wrote: Hi All, I have just finished a rather intensive bout of work on the new cleaned up osg::Geometry, one of the most challenging parts was providing a fallback for the deprecated array

Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-18 Thread Pjotr Svetachov
Hi Robert, Reading ive files works. Only reading .osg files that contain vertex attribute arrays does not work yet. (both the binding and the normalization can be set before the array itself right now). Cheers, Pjotr robertosfield wrote: Hi Pjotr, Could you do an svn update, rebuild and

Re: [osg-users] Question about the software on Windows machine -- present3Dd

2013-06-18 Thread Ahmad Pahlavan Tafti
Dear Robert, Here is my information: Display Adapter: NVIDIA, Quadro NVS 290. CPU: Intel Core 2 Duo, 3.00 GHZ OS: Windows 7 Ultimate (Version 6.1, Service Pack 1) Thanks, Ahmad = = - Original Message - From: Robert Osfield robert.osfi...@gmail.com To:

Re: [osg-users] Question about the software on Windows machine -- present3Dd

2013-06-18 Thread Robert Osfield
On 18 June 2013 15:46, Ahmad Pahlavan Tafti pahla...@uwm.edu wrote: Display Adapter: NVIDIA, Quadro NVS 290. CPU: Intel Core 2 Duo, 3.00 GHZ OS: Windows 7 Ultimate (Version 6.1, Service Pack 1) Are you accessing the machine via a virtual machine or remotely in some way? NVidia cards normally

Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-18 Thread Robert Osfield
Hi Pjotr, On 18 June 2013 15:37, Pjotr Svetachov pjotrsvetac...@gmail.com wrote: Reading ive files works. Only reading .osg files that contain vertex attribute arrays does not work yet. (both the binding and the normalization can be set before the array itself right now). Just applied a

Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-18 Thread Robert Osfield
Hi Judson, On 18 June 2013 15:21, Judson Weissert jud...@mfrac.com wrote: What is the difference between containsDeprecatedData() and checkForDeprecatedData()? I see that containsDeprecatedData() just checks the flag, what does the latter do? Forgive me if this is obvious, the names suggest

Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-18 Thread Judson Weissert
Hi Robert, On 6/18/2013 10:58 AM, Robert Osfield wrote: Hi Judson, On 18 June 2013 15:21, Judson Weissert jud...@mfrac.com wrote: What is the difference between containsDeprecatedData() and checkForDeprecatedData()? I see that containsDeprecatedData() just checks the flag, what does the

[osg-users] ParticleSystem reset state

2013-06-18 Thread Roman Grigoriev
Hi, I create some particle system and try to reuse from time to time but initial number of particles constantly growing (suspect memory leaks here) Is there some helper fuction that destroys all particle created before? ResetTime and for(int i=0;idustParticleSystem-numParticles();i++)

Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-18 Thread Robert Osfield
Hi Judson, On 18 June 2013 16:17, Judson Weissert jud...@mfrac.com wrote: I looked at the implementations now (the Geometry.cpp changes were not included in the online diff). Correct me if I am wrong, outside of the optimizer, there is no code path that will call checkForDeprecatedData().

Re: [osg-users] ParticleSystem reset state

2013-06-18 Thread Robert Osfield
HI Roman, I'm not aware of any memory leaks in osgParticle, and would suspect it's just the setting you are using that are resulting in rapid particular growth. There isn't really much others in the community can do to help without having an example that illustrates the problem, are you able to

Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-18 Thread Judson Weissert
Hi Robert, On 6/18/2013 11:47 AM, Robert Osfield wrote: Hi Judson, On 18 June 2013 16:17, Judson Weissert jud...@mfrac.com wrote: I looked at the implementations now (the Geometry.cpp changes were not included in the online diff). Correct me if I am wrong, outside of the optimizer, there is

[osg-users] Removing ancient plugins, please read if you want to protect the plugins you need.

2013-06-18 Thread Robert Osfield
Hi All, I am currently looking through the OSG plugins and there a couple of plugins that might now be safe to remove. The ones I'm thinking of are: pfb - Performer plugin that loads Performer models using Performer itself. Performer has been support for a while now, I guess there is

Re: [osg-users] ETC1 Compressed textures

2013-06-18 Thread Nathan Monteleone
tomhog wrote: Hi All So I've written an app for iOS that uses pvrtc format for a couple of big glyphmap textures 2048x2048. This works fine with the pvr plugin. I'm now porting to Android and have stubbled across the problem of not all devices supporting pvrtc. However supposedly all

Re: [osg-users] Removing ancient plugins, please read if you want to protect the plugins you need.

2013-06-18 Thread Cary, Karl A.
We currently are still forced to use some old pfb models. And we are being told that we also have to use the latest version of OSG for security reasons. Puts us in a tough spot if it won't exist any more. If it has to be, then I am sure we can find a way around it, but just thought I would speak

[osg-users] Passing location-based data to a fragment shader

2013-06-18 Thread Shahar Kosti
Hi all, I'm trying to combine two data sources in a shader: * Terrain model - a large object in OSG or TXP formats. * Metadata grid - a data structure that provides additional information for 2D coordinates in the terrain (at a certain resolution). I'd like to use some of the additional

Re: [osg-users] Removing ancient plugins, please read if you want to protect the plugins you need.

2013-06-18 Thread Robert Osfield
Hi Karl, On 18 June 2013 17:15, Cary, Karl A. karl.a.c...@saic.com wrote: We currently are still forced to use some old pfb models. Could you just do a batch convert? And we are being told that we also have to use the latest version of OSG for security reasons. Puts us in a tough spot if

Re: [osg-users] Removing ancient plugins, please read if you want to protect the plugins you need.

2013-06-18 Thread Jan Ciger
On Tue, Jun 18, 2013 at 6:15 PM, Cary, Karl A. karl.a.c...@saic.com wrote: Funny how having Performer installed is ok from a security perspective, but not a few month old version of OSG! Probably the same reason as I was told some years ago that open source Drupal is not secure enough (for an

Re: [osg-users] Removing ancient plugins, please read if you want to protect the plugins you need.

2013-06-18 Thread Joe Lyga
We use the .ac plugin very frequently since it's a great simple editor. Please don't remove it! AC3D isn't an unsupported application anyway, since the latest version was updated in late 2012. On Tue, Jun 18, 2013 at 12:49 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Karl, On 18

Re: [osg-users] Passing location-based data to a fragment shader

2013-06-18 Thread Sebastian Messerschmidt
Hi Shahar, If the data is 2D and simply projected to x,y you could use a 2D texture and sample it per fragment based on generated texture coordinates Hi all, I'm trying to combine two data sources in a shader: * Terrain model - a large object in OSG or TXP formats. * Metadata grid - a

Re: [osg-users] Removing ancient plugins, please read if you want to protect the plugins you need.

2013-06-18 Thread Robert Osfield
On 18 June 2013 18:09, Joe Lyga joe.l...@bal4.com wrote: We use the .ac plugin very frequently since it's a great simple editor. Please don't remove it! AC3D isn't an unsupported application anyway, since the latest version was updated in late 2012. It's safe then ;-) But... could you help

Re: [osg-users] ParticleSystem reset state

2013-06-18 Thread Roman Grigoriev
Hi,Robert I use particle system so at the end of my simulation cycle for example I emit total 100 particles and 30 particles alive. I start another simulaton cycle and I need to have 0 particles emited and 0 alive particles. But I have 30 alive particles. I need to reset particlesystem. Could

[osg-users] OpenVRML compile failure

2013-06-18 Thread Robert Osfield
Hi All, I am currently trying to make sure all the plugins work with the new clean up osg::Geometry but when I tried to get OpenVRML compiled up on my Kubuntu 12.04 machine I just compile failures, either with the linker just hanging with the latest 0.18.9, or a compile error with 0.18.6. I have

Re: [osg-users] ParticleSystem reset state

2013-06-18 Thread Robert Osfield
On 18 June 2013 18:46, Roman Grigoriev grigor...@gosniias.ru wrote: I use particle system so at the end of my simulation cycle for example I emit total 100 particles and 30 particles alive. I start another simulaton cycle and I need to have 0 particles emited and 0 alive particles. But I

Re: [osg-users] OpenVRML compile failure

2013-06-18 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, On 06/18/2013 07:54 PM, Robert Osfield wrote: Hi All, I am currently trying to make sure all the plugins work with the new clean up osg::Geometry but when I tried to get OpenVRML compiled up on my Kubuntu 12.04 machine I just compile

Re: [osg-users] Passing location-based data to a fragment shader

2013-06-18 Thread Shahar Kosti
Hi Sebastian, Thanks for your response. What if the data does not fit in a single 2D texture? in the worst case scenario, the terrain format would be TXP (i.e. paged) and the additional data resolution would be close to the textures resolution. Is there any way to have a set of hidden textures,

Re: [osg-users] ETC1 Compressed textures

2013-06-18 Thread Nathan Monteleone
Answering my own question here -- Looks like my best bet would be the relatively new ktx plugin -- seems like all the etc1 compression tools out there output to this format and it's khronos-blessed as well. -- Read this topic online here:

[osg-users] Some Algorithms about OSGOcean

2013-06-18 Thread WillScott
Dear Kim, I have read some part of the OSGOcean source code. But I don't know the key algorithms involved in the program. Can you send me some materials or the websets about the algorithm? I may need to know more about it. I am looking forward to your replay.