Nice!
Can you save it as Collada or similar format for better interoperability?
2013/12/7 Farshid Lashkari
> I was surprised to find that there is no 3D version of the OpenSceneGraph
> logo, at least not in the osg-data repository. I think OSG has been around
> long enough to deserve a 3D logo,
Nice!
I wish you could make a video to depict that.
2013/11/15 Julio Jerez
> Hello
>
> I'm happy to announce a new Open Scene Graph tool.
>
> The name is osgNewton and can be acquired here:
>
> http://code.google.com/p/osgnewton/
>
>
>
> This is a wrapper that integrates Newton Dynamics version
materials relative to the used
pipeline, because separate pipelines with materials allow for easy video
setup changes (low, medium, high), easy theming (different material sets),
etc..
Any ideas?
Thanks.
2013/11/7 Sebastian Messerschmidt
> Am 07.11.2013 14:04, schrieb michael kapelko:
>
&g
an object manages its
> define-set?
> In my case, I simply get the object's StateSet and setup uniforms. But I
> don't get how to setup defines.
> Thanks.
>
>
> 2013/11/7 Sebastian Messerschmidt
>
>> Am 07.11.2013 12:55, schrieb michael kapelko:
>>
>&
Can you please provide an example of how an object manages its define-set?
In my case, I simply get the object's StateSet and setup uniforms. But I
don't get how to setup defines.
Thanks.
2013/11/7 Sebastian Messerschmidt
> Am 07.11.2013 12:55, schrieb michael kapelko:
>
ormat so that it resembles the one
> of EffectCompositor.
>
> Thanks.
>
>
> 2013/10/31 michael kapelko
>
>> Hi, Wang.
>>
>> I've just checked if I can use some uber shader and control its
>> behaviour per object by setting the object's
Hi.
I decided to go with single pipeline that provides big shaders and objects
using own uniforms and textures to change the pipeline behaviour.
I started to design a simple material format so that it resembles the one
of EffectCompositor.
Thanks.
2013/10/31 michael kapelko
> Hi, W
see how normal and deferred
> shaded objects are merged. At present I haven't had a better idea about
> this problem. :-)
>
> Wang Rui
>
>
>
> 2013/10/30 michael kapelko
>
>> Hi.
>> I've recently implemented deferred shading with normal mapping an
Hi.
I've recently implemented deferred shading with normal mapping and shadow
mapping using EffectCompositor, but it has effect on the whole scene, not a
single object.
Is it possible to use EffectCompositor to apply effects per object?
Thanks.
___
osg-us
Hi.
I've refactored my example to work using plain OSG or EffectCompositor.
Makefile builds both versions.
They only differ in how passes are organized: http://goo.gl/9KaqZT
The final result: http://youtu.be/AjWOSuLxZ68
Thanks.
2013/10/28 michael kapelko
> Hi.
> Thanks.
> I
t if we could get your work into the OSG as
> an example of deferred rendering/shadowing using GLSL.
>
> Regards
> Paul
>
>
> On 27/10/13 23:09, michael kapelko wrote:
>
> I decided to simply use more suitable geometry for shadows.
> The result: http://youtu.be/-63
I decided to simply use more suitable geometry for shadows.
The result: http://youtu.be/-63E6SKsMo0
2013/10/27 michael kapelko
> Hi.
> I finally came up with the way to use OSG shadows in deferred shading.
> Since ShadowedScene produces the result in Screen space (same as other
> G
incorrectly shadowed walls, I think I should not simply
multiply shadow color with diffuse one, but instead check brightness and
only multiply if it's high enough.
Thanks.
2013/10/25 michael kapelko
> Hi.
> I've decided to try to take shadow map from osgShadow::ShadowMap. I've
&g
the texture is still
white.
What am I doing wrong?
Thanks.
2013/10/21 michael kapelko
> Hi.
> Can the third bug be related to different view projection matrices? My
> shadow camera uses ortho.
> Thanks.
>
>
> 2013/10/21 Marcel Pursche
>
>> Hi,
>>
>> the
Hi.
Can the third bug be related to different view projection matrices? My
shadow camera uses ortho.
Thanks.
2013/10/21 Marcel Pursche
> Hi,
>
> the shadow on the wall is probably created, because the wall is outside of
> the shadow cameras view frustum. How do you setup the wrapping of your
>
wall;
* there's a strange stain at toruses' bottom which is altered by the main
camera;
* the shadow, as seen under the lowest torus, is altered by the main
camera, too.
What am I doing wrong?
Thanks.
2013/10/21 Robert Osfield
> HI Michael,
>
> On 21 October 2013 03:30, michael
Hi.
Do you mean something like this:
https://sites.google.com/site/alexvaqp/tutb001.jpg ?
2013/10/21 Айдар Ильдарович
> Hi!
> Help me, please.
> How to paint center rotation (axis) in osg scene?
>
> Thanks.
>
> ___
> osg-users mailing list
> osg-users
Hi.
Why is it the other way around?
I use osg::Matrixf everywhere.
I've made a simple color value converter that generates different colors
for different ranges of values and then converts screenshot colors back to
values. I've used it to find out the values of shadowTexCoord.z when
shadowViewProj
Hm, I tried View * Projection and Projection * View. Both produce the same
result!
Why?
2013/10/20 michael kapelko
> Hi.
> I don't get the VP matrix = View * Projection matrices. Shouldn't it be
> vice versa?
> E.g., here:
> http://www.swiftless.com/tutorials/opengl4
Hi.
I don't get the VP matrix = View * Projection matrices. Shouldn't it be
vice versa?
E.g., here:
http://www.swiftless.com/tutorials/opengl4/3-opengl-4-matrices.html MVP is
P * V * M, not vice versa.
Thanks.
2013/10/17 Marcel Pursche
> Hi,
>
> it is a bit complex to explain in detail how the
rking.
Thanks.
2013/10/14 michael kapelko
> I've decided to assign colors to different shadowTexCoord.z values.
> That's my final pass fragment shader now: http://goo.gl/n6FrVB
> Turns out shadowTexCoord.z is in the range (-51.85;-50.80) for the scene
> for some reason.
> A
TexCoord.z values change when I move
main camera.
I don't know how to interpret this. Any idea?
Thanks.
2013/10/14 michael kapelko
> Hi.
> My shadow pass fragment shader looks like this: http://goo.gl/R5r7Z1
> So all xyzw contain the depth fragment. I tried .x too.
> My current
Hi.
My shadow pass fragment shader looks like this: http://goo.gl/R5r7Z1
So all xyzw contain the depth fragment. I tried .x too.
My current problem is in interpreting shadowTexCoord.z
The shadow projection matrix setup is: http://goo.gl/ly2u7F
Does that mean my shadowTexCoord.z should be in the ran
Hi.
I finally came up with the projected shadow map (not shadows yet):
http://youtu.be/geTIxhqT4x4
This is my final pass fragment shader: http://goo.gl/LNtYNh
It's simply the projected shadow map for each fragment.
Although, when I output shadowTexCoord.z:
gl_FragColor = vec4(shadowTexCoord.z / 2
Hi. Do you mean this:
vec4 p_worldspace4 = texture2DRect(posMap, gl_FragCoord.xy);
vec4 shadowTexCoord = shadowViewProjection * p_worldspace4;
float depth = texture2D(shadowMap, shadowTexCoord.x/2 + 0.5,
shadowTexCoord.y/2 + 0.5).z;
float visibility = 1.0;
if (p_worldspace.z < depth)
visibility
Hi.
I've been thinking some more about my misplaced shadows, and I finally came
to realize that the fragment shaders of the first pass (that fill
G-buffers) produce fragments in Screen space, not in World space, and thus
all G-buffers contain Screen space fragments. That's why shadow Screen
space i
Additional questions:
1) Why shadowPassCamera->setClearColor(osg::Vec4f(1000.0f, 0.0f, 0.0f,
1.0f))?
2) Why length() in all the shadow related shader code?
2013/10/12 michael kapelko
> Thanks for the example. I've forked it and playing with it now to find out
> the difference.
Thanks for the example. I've forked it and playing with it now to find out
the difference.
Why is there only shadow when I use light directions of (0, 0.8, 1), (0,
0.0001, 1), but not when I try (0, 0, 1)?
That's the direction I use for my own example.
Thanks.
2013/10/11 Marcel Pursche
> Hi,
>
e images on the
right are clearly not in worldspace.
But I really don't get why.
2013/10/11 michael kapelko
> (Repeating since I erroneously replied to Sebastian only).
>
> Thanks. I used osg::Matrixf explicitely, and it doesn't complain anymore.
> However, I get misplaced s
.gl/JRRq6Y
2) 1 pass light camera FS: http://goo.gl/fIYeze
3) 2 pass main camera FS: http://goo.gl/nBdWwr
What am I doing wrong?
Thanks.
2013/10/11 Sebastian Messerschmidt
> Am 11.10.2013 08:39, schrieb michael kapelko:
>
> Hi.
> Thanks for the info. I'm now using sh
Hi.
Thanks for the info. I'm now using shaders to process depth:
1) vertex: http://goo.gl/G9ehmB
2) fragment: http://goo.gl/bAutb1
As you see, I'm trying to output depth texture in world space using 'vmi'
(view matrix inverse) which I apply later in the 2nd pass.
vmi setup: http://goo.gl/n3A84N
How
Hi.
I've fixed the problem with the depth texture display, now it looks like
this: http://youtu.be/XMOalXm0KdE
I had to use [0; 1] scale for the quad to display DEPTH_BUFFER texture:
http://goo.gl/xU9u3u
The quad creation function: http://goo.gl/TbGaet
However, I don't get why the display of all th
But is it ok that the whole depth buffer texture is gray no matter how I
turn the scene? Shouldn't it be completely white (or black) where there's
no scene at all?
2013/10/9 Sebastian Messerschmidt
> Am 09.10.2013 10:58, schrieb michael kapelko:
>
> Hi.
> I've a
e. And when
I'm behind it, it's gray again.
Here's my:
1) depth texture setup: http://goo.gl/plsc1U
2) RTT camera that writes to the depth texture: http://goo.gl/eYS6pC
3) display of the resulting depth texture: http://goo.gl/N5hUxb
What am I doing wrong?
Thanks.
2013/10/9 mich
Hi.
Thanks a lot! I totally missed vec4 position when I tried to use only vec3
one with osg_ViewMatrixInverse.
2013/10/8 Marcel Pursche
> Hi,
>
> I don't know if you already found the solution to your problem, but this
> is how you can calculate the camera position in worldspace:
>
>
> Code:
>
I've corrected camera position and now it looks better:
http://youtu.be/9LUOO9VfFTc with more highlights.
Again, thanks for the help.
2013/10/7 michael kapelko
> I think this produces (0, 0, 0) too... So turns out camera is always at
> (0, 0, 0) in every space?
> Or I can't
I think this produces (0, 0, 0) too... So turns out camera is always at (0,
0, 0) in every space?
Or I can't really invert (0, 0, 0) vector?
2013/10/7 michael kapelko
> I've changed it to:
>
> vec3 cameraPos_worldspace = mat3(osg_ViewMatrixInverse) * vec3(0, 0, 0);
>
&
I've changed it to:
vec3 cameraPos_worldspace = mat3(osg_ViewMatrixInverse) * vec3(0, 0, 0);
I hope that's correct now.
2013/10/7 Marcel Pursche
> Hi,
>
> your right, this part of the shader code is wrong. This direction needs to
> be calculated:
>
> Code:
>
> posDir_worldspace = normalized(c
Hm. If posDir_worldspace is actually the direction from the vertex to the
camera (eye), then may be it's not really in world space, but in camera
(eye) space? And all of the 2nd pass FS calculations too?
2013/10/7 Marcel Pursche
> Hi,
>
> your comments are looking good so far. A good name for t
Thanks for the info. I'll try to do as you suggested.
Can anyone please check if my conclusions are correct in the shader
comments?
The 1st and 2nd pass shaders are right at the top:
https://bitbucket.org/kornerr/osg-deferred-shading/src/9a2bb7f2c800f3f3d4632ba4fcc27549aa4b7967/main.cpp?at=default
Hi.
I've been reading Cookbook's chapter 6 describing various visual effects
with OSG.
However, the g-buffer and deferred shading code were producing wrong
results.
I took one of the tutorials that I found on the web (
http://steps3d.narod.ru/tutorials/ds-tutorial.html ) starting off from
g-buffer
Hi.
I'm having the problem understanding the multipass rendering of the simple
water effect as seen in here:
https://github.com/xarray/osgRecipes/blob/master/cookbook/chapter6/ch06_08/simple_water.cpp
The example contains:
* scene (airplane);
* RTT camera (renders reversed scene to texture);
* wate
Hi.
I'm on my way to add normal mapping to SoftShadowMap.
As far as I understood, it only uses fragment shader.
I started by adding a very simple vertex shader into
SoftShadowMap::createShaders().
That's what createShaders() looks like by default:
https://bitbucket.org/openscenegraph/osg/src/defau
Nice! Thanks.
2013/8/27 Marcel Pursche
> Hello dear OSG-community,
>
> I want to present you my new blog Advanced 3D Computer Graphic Tutorials (
> http://3dcgtutorials.blogspot.de/). It could be interesting to some of
> you.
> Among other topics, there will be some tutorials for OpenSceneGraph
012 10:30, michael kapelko wrote:
> > Am I understanding correctly that Object::STATIC is a flag that says
> > something won't be traversed/updated each frame (based on some
> > internal decision), and Object::DYNAMIC says: traverse/update it each
> > frame?
>
>
I used it on both Linux and Windows, and it's NOT always 0.
2013/6/25 Christian Buchner
>
> I am doing some Qt integration, which might complicate things.
>
> class OpenGLScene : public QGraphicsScene, public osgViewer::Viewer;
>
> My osg Viewer is also a QGraphicsScene and displays UI elements
Hi.
I'm not sure I follow the discussion, since each post is starting to become
a separate article, but I'll try to tell what I think.
I don't know the policy on OSG ABI, but if it's to keep ABI compatible
between some releases, I would:
* add compile flag to select between old and new Geometry (de
Those implementations are truly ugly.
2013/6/13 Aurelien Albert
> Forgotten link from previous message :
>
> http://devmaster.net/forums/topic/10009-swizzle-operator-in-c/
>
> => interesting ideas on how to implement "developper friendly but asm
> efficient" swizzle in C++
>
> --
It's logic is simple: it pauses for the necessary period of time to achieve
lower FPS. You can easily take the code from run(), it's about 1-2 lines
total.
2013/6/3 Kim JongBum
> i found
>
> viewer.setRunMaxFrameRate(20);
>
> i found that They are only available when using the run() method.
>
>
he approach.
Thanks for the feedback.
2013/5/28 Robert Osfield
> Hi Micheal,
>
> On 27 May 2013 17:39, michael kapelko wrote:
> > I've stripped down my OSG app to the attached archive. Upon exit there's
> > some threading error, not real crash. But when I ma
I've stripped down my OSG app to the attached archive. Upon exit there's
some threading error, not real crash. But when I make my mCamera
reference-count-controlled by osg::ref_ptr my app crashes. So may be I'm
having my threading exit hanging due to not using osg::ref_ptr.
2013/5/27 Robert Osfiel
Not sure if it's the same issue, but I experienced constant reproducible
crashes with my OSG program at the time of exit until I added the call
stopThreading() at the end.
2013/5/27 Robert Osfield
> Hi Abhishek,
>
> On 27 May 2013 06:59, Abhishek Bansal wrote:
> > So I tried with
> >
> > viewer
Hi.
Sorry for off-topic question, but I'm curious if it's legal to collect user
video card information like GL_VENDOR, GL_MAX_TEXTURE_UNITS and such to
create some possibly public DB with very detailed info about various video
cards for the purpose of video settings autoselection in games?
Thanks.
http://lmgtfy.com/?q=__FUNCTION__
2013/5/24 Sajjadul Islam
> Hi forum,
>
> I am going through a source of a plugin and they have mentioned something
> as follows:
>
>
> Code:
>
> .
> .
> osg::notify(osg::WARN)
> << __FUNCTION__ << ": osg::Grap
Totally agree on the OSG books. They are must-read.
2013/5/23 Sergey Kurdakov
> Hi Lokesh
>
> in http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book on
> support tab for the page of the book you may download sample code,
>
> in \2824_12_Code\2824_12_Code folder from download zip the
Hi.
Have you specified "Xcode" generator for CMake?
2013/5/5 Eduardo Poyart
> Hi,
>
> I have a configure failure on OSX 10.8.3:
>
> -
> (...)
> -- Found TIFF: /opt/local/lib/libtiff.dylib (found version "4.0.3")
> CMake Error at CMakeModules/Fi
Hi.
Simply add your Sofa to Room as a child, and that's it.
2013/5/3 Sujan Dasmahapatra
> I am newbie OSG user. Please help understanding my concept. I create a
> Geode node called 'Room'. Can we have another Geode node called 'Sofa'
> derived from 'Room' so that when I rotate 'Room' my 'Sofa'
I've found out that the glitches are fixed by simply recreating
ShadowTechnique (SoftShadowMap).
If anyone is interested, here's the working example:
https://dl.dropboxusercontent.com/u/12634473/osg/osg_recreate_window_fixed.tar.bz2
2013/4/21 michael kapelko
> For those who on
For those who only read forum, here's the link to the full source code:
https://dl.dropboxusercontent.com/u/12634473/osg/osg_recreate_window.tar.bz2
2013/4/20 michael kapelko
> Hi.
> I'm implementing video settings change (and thus window recreation) in my
> game with
Hi.
I'm implementing video settings change (and thus window recreation) in my
game without game restart. I experience graphics glitches after re-running
Viewer 3rd time: http://youtu.be/xOgTjENn2MM
I recreate the window the following way:
* Stop the viewer, stop threading.
* Create new graphics co
Hi.
By the time you waited you could have already looked at the sources and
asked for the moments you didn't understand.
2013/4/12 hornuda
> Any Ideas?
>
> Hello,
>>
>> I sucessfully used view->computeIntersections(..) to select a Drawable in
>> a osg scene.
>> But how does it work?
>> Can some
Hi.
I've been researching Cairo / Pango for GUI use with OSG, and googled this
up:
http://forum.openscenegraph.org/viewtopic.php?t=6394
The osgPango page ( http://code.google.com/p/osgpango/ ) says:
Screenshots
COMING BACK SOON (August, 2012)
I wonder how's osgPango doing?
Thanks.
__
OT. As a player of GTA 4 and Mafia 2 I hated GPS very much, because it
prevented me from feeling the game, I was always like a blind man in there
having to look at GPS. I turned it off in GTA 4, but Mafia 2 had no such
ability.
If you're making a game I would advise to make GPS optional.
2013/2/20
u aren't CPU or
> GPU batch limited then using a texture atlas will help very little.
>
> Robert.
>
> On 14 February 2013 09:23, michael kapelko wrote:
> > Hi.
> > I want to be able to have to specify several textures which will be
> mapped
> > using the same
Hi.
I want to be able to have to specify several textures which will be mapped
using the same UV, a collection of textures.
I want to put them into a single file, texture atlas.
I've grepped OSG examples on 'tlas' word. Didn't find any example.
I've googled for OSG atlas and only found
osgUtil::Opt
Looks like osgDB::Registry::removeFromObjectCache does it.
2013/2/12 michael kapelko
> Hi.
> osgDB::readNodeFile and osgDB::readImageFile have Options which can
> specify to CACHE_NODES and CACHE_IMAGES.
> I want to be able to unload/clear/erase certain nodes and images from
Hi.
osgDB::readNodeFile and osgDB::readImageFile have Options which can specify
to CACHE_NODES and CACHE_IMAGES.
I want to be able to unload/clear/erase certain nodes and images from the
cache (changing game level, etc).
Is it possible?
Thanks.
___
osg-us
Hi.
I'm trying to pick a child node of another node.
Here's the example source code:
https://dl.dropbox.com/u/12634473/osg/osg_pick.tar.bz2
Here's the log of running it: http://pastie.org/5715829
First, you can see my scene structer.
And then goes 2 clicks:
1) I click cessna and MatrixTransfor
Hi.
I have one PAT node as child of another one.
I've implemented retrieval of its position in world coordinates this way:
node->getPosition() *
osg::computeLocalToWorld(node->getParentalNodePaths()[0])
This works fine.
I've tried the same for rotation:
node->getAttitude() *
osg::computeLocalTo
Hi.
I have a class that encapsulates osg::MatrixTransform. I want it to update
its internal position/rotation values when encapsulated
osg::MatrixTransform is updated.
Is there a way to achieve it?
Thanks.
___
osg-users mailing list
osg-users@lists.opensc
Hi.
Can anyone tell me how to set mouse position in OSG?
I tried to google it up without any success.
Thanks.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
I personally read Wang Rui books and recommend those (found in the first
link).
2012/12/6 Peterakos
> Hello
>
> Here are the books + quick guide:
> http://www.openscenegraph.com/index.php/documentation/books
>
> And you can also download the source code of many examples using svn:
> http://www.o
Damn it. I only used DegreesToRadians in std::cout, not in actual
makeRotate call! Thanks! :)
2012/12/5 michael kapelko
> I apply it on key presses only.
>
> I have code like that on key press:
>
> static float angle = 0;
> angle += 0.1;
> quat->makeRotate(angle, Vec3(
I apply it on key presses only.
I have code like that on key press:
static float angle = 0;
angle += 0.1;
quat->makeRotate(angle, Vec3(1, 0, 0));
2012/12/5 Ulrich Hertlein
> On 5/12/12 15:36, michael kapelko wrote:
> > Hi. I can't understand what units (degrees? radians?)
Hi. I can't understand what units (degrees? radians?) Quat::makeRotate
accepts.
I tried to pass degrees, and it wasn't it (with small angle increase there
was large rotation).
I tried to pass radians with the help of DegreesToRadians, and then it's
not it, too (when angle was going from 1 to 14, th
Hi.
My osgViewer::Viewer only has my custom handler attached
(getEventHandlers() call returns only mine) which does nothing about
resize, but somehow the window is still resizeable with the mouse.
Can anyone tell me what part of osgViewer does it?
Thanks.
__
Hi.
osgViewer reports mouse Y at the bottom of the windows as 0, and as N at
the top. I want Y of the mouse to start at the top, not bottom.
I tried to call
Viewer->getEventQueue()->getCurrentEventState()->setMouseYOrientation(osgGA::GUIEventAdapter::Y_INCREASING_UPWARDS)
and DOWNWARDS, but it d
Hi. It turned out the problem was in setting receive/cast shadow masks.
After I removed them from every object in the scene, the soft shadow became
very soft and non-shivering. Not sure why.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
ht
Any idea what's wrong with my code, then?
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
What's the progress on this? And is there any open repository?
2012/9/17 Jeremy Moles
> On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote:
> > Hi Jeremy,
> >
> > Thanks for the tests and feedback. I'm focusing on creating a material
> > system which may be a little similar to the Ogre one but w
Hi.
I've attached custom shader for a node in a ShadowedScene. I then called
osgDB::writeNodeFile upon it and found out that it doesn't save those
shaders into osg file.
Is it so by design or am I doing it wrong?
PS:
Source code: http://pastie.org/5390724
Source code archive:
https://dl.dropbox.co
Hi.
I'm using SoftShadowMap scene and I want to assign custom shader to one of
the nodes, but it doesn't work.
I do it like that:
osg::ref_ptr frag = new osg::Shader(osg::Shader::FRAGMENT,
code);
osg::StateSet *ss = box->getOrCreateStateSet();
osg::ShaderAttribute *sa = new osg::ShaderAttribute;
Hi.
I have default viewer without any special manipulator specified. I try to
setViewMatrix for camera to position it, but it doesn't work.
Code: http://pastie.org/5382807
It needs to be run from Data directory.
Am I doing it wrong?
___
osg-users mailing
Hi.
I'm using SoftShadowMap. I've tried to change jittering scale, but couldn't
get rid of shivering/moving of shadow with it.
Here's the video that depicts the shivering:
https://dl.dropbox.com/u/12634473/ssmjittering.ogv
Is there any way to remove that shivering, or at least reduce it?
Thanks.
__
Hi.
I know OSG has built-in soft shadow mapping, but I'm not sure if it has
normal mapping.
I only know how to implement normal mapping in GLSL, but not how to combine
built-in OSG soft shadow mapping with custom normal mapping shader.
Please tell me how to do it.
Thanks.
__
I've just tried to load Collada object with materials with the help of
your assimp plugin, and it worked fine. However, blend files created
with Blender 2.64 didn't produce any visual output.
So it turns out assimp isn't the holy grail :|
___
osg-users ma
Well, something like Alt-F4 is very-very intuitive, so forbidding it
will increase the number of angry people :)
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
For the same *object. Sorry.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Wang Rui, I research what format best to use for moving objects from
Blender to OSG, and I see Assimp claiming to load Blender files
directly. Since you said you wrote the plug-in already for it, I'd
like to try it out.
I have a follow up question: can I possibly differentiate Blender
model from Bl
Should I create the patch for the functionality?
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi.
I get the following error when try to access the forum:
phpBB : Critical Error
Could not connect to the database
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi.
Does OSG have some sort of material files that can be applied to the same mesh?
So far I've looked into osgt files and they store both mesh and
material inside one file.
Thanks.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://list
Hi.
I've looked at the code (OSG 3.0.1) of Viewer::eventTraversal and
noticed that it checks for CLOSE_WINDOW event and closes the window,
so there's no way to prevent the window from closing. I've googled for
window close prevention with no luck, too.
Can we add something like Viewer::setSkipClose
E.g., I've had problems with Qt (not OSG) with UTF-8 russian text. I
recall there were some problems with QTextCodec as well. So more
context is required. And test case would be the best.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http:
Can you provide some simple test case of what you want (which anyone
can 'make')? It's hard to conclude anything from what you've posted.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-
Have you tried const char* (string) and UTF-8 instead of wide ones?
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hikari is Windows only:
http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Comparison+of+GUIs&structure=Libraries
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
I've just recalled that there also exist gameswf project which allows
for Flash UI inside games.
http://tulrich.com/textweb.pl?path=geekstuff/gameswf.txt
Would be nice to see this one integrated. Would make a lot of hype
with some easy flash demos :P
___
I thought it's bound to dtEntity, that's why I was requesting. If it
can be used for any OSG project, then great!
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Good work!
I'm not sure if I voted for libRocket, so here it is.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
201 - 300 of 331 matches
Mail list logo