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,
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
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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
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.
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
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
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
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
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.
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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
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
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:
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
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
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
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
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++)
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().
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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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
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,
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.
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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.
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