[osg-users] particle system FIX

2010-08-26 Thread Maxim Gammer
The problem with the system of particles: in hiding the particle system and their subsequent screening creates a huge number of particles (splash). But more than the big time difference between concealment and display. The drawings depicted such a situation. http://i35.tinypic.com/ridkhu.jpg

Re: [osg-users] Issue with normal vectors

2010-08-26 Thread Werner Modenbach
Thank you Paul for your response. Yes, you are right, the solution isn't perfect at all. But I'm integrating some external code which is just giving me a vertex array and a per triangle callback with vertex indexes and normal and texture coords. And further more I need some screenshots very

Re: [osg-users] Issue with normal vectors

2010-08-26 Thread Robert Osfield
Hi Werner, BIND_PER_PRIMITIVE_SET will mean that you'll have one of the associated attribute (i.e. colour, normal) per osg::PrimitiveSet attached the osg::Geometry, so if you have one osg::DrawElementsUShort used for the triangles then you'll need just one of the associated attribute for it.

Re: [osg-users] Can we used OSG for ES 2.0 project on linux??

2010-08-26 Thread Rakesh Parmar
Hi bouffa, Now its compiling .Thanks a lot. Regards, RK -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31065#31065 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Issue with normal vectors

2010-08-26 Thread Werner Modenbach
Thanks Robert, I get closer to it. Just for verification: If I have i.e. 10 vertexes and I get 20 calls to the callback method each defining a triangle. Each call gives me 3 indexes, 3 normals and 3 texcoords. Right now I just push everything into the corresponding arrays and at the end I

Re: [osg-users] Issue with normal vectors

2010-08-26 Thread Brian R Hill
Just try this and see how it works: geometry-setNormalBinding(osg::Geometry::BIND_PER_VERTEX); Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this

Re: [osg-users] Issue with normal vectors

2010-08-26 Thread Robert Osfield
Hi Werner, Possible the most simple and quickest way for you to set things up is to simple create a new vertex, normal and tex coords for every triangle corner, then use osg::DrawArrays(GL_TRIANGLES, total_no_of_new_vertices) for the PrimitiveSet, and BIND_PER_VERTEX for the binding of the

Re: [osg-users] Issue with normal vectors

2010-08-26 Thread Werner Modenbach
Thanks Robert, I'll follow this way. You are right, this is the way to get the quickest results. - Werner - Am Donnerstag, 26. August 2010 14:19:48 schrieb Robert Osfield: Hi Werner, Possible the most simple and quickest way for you to set things up is to simple create a new vertex,

Re: [osg-users] Issue with normal vectors

2010-08-26 Thread Werner Modenbach
Thanks, works great for the quick solution :-) Am Donnerstag, 26. August 2010 14:32:19 schrieb Werner Modenbach: Thanks Robert, I'll follow this way. You are right, this is the way to get the quickest results. - Werner - Am Donnerstag, 26. August 2010 14:19:48 schrieb Robert Osfield:

[osg-users] precompiled binaries

2010-08-26 Thread PCJohn
Hi, I want to contribute precompiled binaries of Inventor/Coin plugin to https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs80sp1 and https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs90sp1 . Is there a

[osg-users] OSG using OpenGL ES 2.0 on IPhone

2010-08-26 Thread Robert Timm
Hello, In this post I want to report my progress on using OSG with OpenGL ES 2.0 on the IPhone. I am using OSG for my master thesis at the HPI. I needed a cross platform rendering system which supports OpenGL ES 2.0 (to have shader support on iOS). OSG was the only mature rendering system

Re: [osg-users] Saving the result of an IntersectVisitor

2010-08-26 Thread Todd J. Furlong
Ooh, that could work! Thanks, Terry, I will try that. -Todd On 08/25/2010 05:58 PM, Terry Welsh wrote: How about just a vector of vector of integers? Each integer would represent the nth child of the previous node, and each vector of integers would represent a whole nodepath. So 4 6 7 would

[osg-users] backface and picking

2010-08-26 Thread Eric Pouliquen
Hi all, I'm writing a piece of code to know, when a picking occurred, if the picked face is orientated backward or forward... because if I understand well, there is no simple way to avoid picking results on culled backfaces : Code: osgUtil::LineSegmentIntersector::Intersections

[osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-08-26 Thread Anders Backman
Hi all. This is not related to OSG in any way, but as there so many experts on the list, I thought I should take the opportunity to ask this... I have a problem related to linking in VS2010. Im using VS2010 under Windows 7 (64). Im building a large source package which is divided into two

Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-08-26 Thread Chuck Seberino
Anders, It is somewhat relevant to OSG too, in that linking against osgDB and other code that uses fstream will cause similar 'multiple-defined' linker errors. This problem seems to be only with MSVC2010, the OS doesn't seem to matter (I use XP). osgDB is affected because of osgDB::fstream,

Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-08-26 Thread Anders Backman
How do you allow multiple symbols in VisualStudio? /A On Thu, Aug 26, 2010 at 6:51 PM, Chuck Seberino seber...@energid.orgwrote: Anders, It is somewhat relevant to OSG too, in that linking against osgDB and other code that uses fstream will cause similar 'multiple-defined' linker errors.

Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-08-26 Thread Chuck Seberino
In the application properties: Configuration Properties - Linker - General - Force File Output - Multiply Defined Symbol Only (/FORCE:MULTIPLE) Chuck On Aug 26, 2010, at 10:11 AM, Anders Backman wrote: How do you allow multiple symbols in VisualStudio? /A On Thu, Aug 26, 2010 at 6:51 PM,

Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-08-26 Thread Simon Hammett
On 26 August 2010 17:35, Anders Backman ande...@cs.umu.se wrote: snip CMake defaults to /MD code generation (MultiThreaded). Im using this consistently over all my libraries (just double checked to be sure). Never use that setting unless you know what you are doing. Change every project to

Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-08-26 Thread Anders Backman
Well, I have verified that ALL the dependencies Im using are all built with /MD and NOT debug. Im building all of the dependencies for osg and our lib myself, so I got full control. Also, as I wrote before, I have even tried to build our libs using project files generated from cmake vs2008,

[osg-users] Bones Animation

2010-08-26 Thread Bruno Dias
Hi, I'm kind a new in OSG context. I would like to know if someone know or has an sample of how can i move the bones of an .FBX model. I'm trying to develop a virtual hand that you can translate and move your fingers trough some sensors in your real hand. I'm already rendering de .fbx model

Re: [osg-users] Bones Animation

2010-08-26 Thread Jason Daly
Bruno Dias wrote: Hi, I'm kind a new in OSG context. I would like to know if someone know or has an sample of how can i move the bones of an .FBX model. I'm trying to develop a virtual hand that you can translate and move your fingers trough some sensors in your real hand. I'm already

Re: [osg-users] Bones Animation

2010-08-26 Thread Buckley, Bob CTR MDA/DES
I picked up a copy of Game Engine Architecture by Jason Gregory at SIGGRAPH. Appears that he covers a huge breadth of the genre, where's he's focused. There's an animation chapter in there that includes skeletons and skinning. I'm about a 3rd the way thru so far and can't comment on that

Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-08-26 Thread Simon Hammett
Ah ok, then next things to check: Make absolutely sure you aren't mixing up objects libraries from the different builds. For my projects I include a vc version number in the name, so .vc7.lib/vc7.dll .vc9.lib/.vc9.dll and I also use the vc version in the name of output intermediate directory

Re: [osg-users] Bones Animation

2010-08-26 Thread Paul Martz
Bruno Dias wrote: Hi, I'm kind a new in OSG context. I would like to know if someone know or has an sample of how can i move the bones of an .FBX model. I'm trying to develop a virtual hand that you can translate and move your fingers trough some sensors in your real hand. I'm already