Re: [osg-users] Generating multitouch events

2011-02-08 Thread Serge Lages
Hi, Thanks for your replies, it confirms what I was thinking... The iOS way of sending events seems to be an exception, all the touch technologies I use (mostly MPX, Windows 7 and TUIO) send them separately, so I think it should be useful to add to EventQueue a way to track the events to put them

[osg-users] One more texture on earth

2011-02-08 Thread Sergey Bocharov
Hi! I have model of earth and 2 maps as texture on it - daylight and night texture. I need to load one more texture - for example more detailed map of some region or city. How can I do it? This is my code , which realizes 2 textures: Code: sPlanetSphere-setVertexArray(coords);

Re: [osg-users] True Geometric Morph

2011-02-08 Thread Roland Smeenk
Hi Seth, I implemented osgAnimation::MorphGeometry when I was working on the Collada importer and needed a way to store the morphing data inside a Collada file. The morphing algorithm is indeed very simple, but that's typically how morphing animations are exchanged in the 3D content pipeline.

Re: [osg-users] True Geometric Morph

2011-02-08 Thread Robert Osfield
Hi Seth, The OSG doesn't have this general morph capability that you are looking for. It's not something that is something that can easily be done with blending geometries as you'd need as working out the correspondence will be none trivial. The way to tackle it would be to leverage the

[osg-users] Keyboard move camera position

2011-02-08 Thread Nan WANG
Hi, I've created my 3D scene, and now I want to move camera's position in this scene, using keyboard controlling, like using some key lik A, S, W, D to move the camera... Is there any simple example of using keyboard handler? ... Thank you! Cheers, Nan -- Read this topic

Re: [osg-users] Keyboard move camera position

2011-02-08 Thread Alberto Luaces
Nan WANG writes: Hi, I've created my 3D scene, and now I want to move camera's position in this scene, using keyboard controlling, like using some key lik A, S, W, D to move the camera... Is there any simple example of using keyboard handler? ... Take a look at

Re: [osg-users] Keyboard move camera position

2011-02-08 Thread Nan WANG
hello As i am newbie in OSG. ...could you tell me how to use FirstPersonManipulator in my scene? I copied 'FirstPersonManipulator' from %SVN%\include\osgGA to my project folder, then add it in my project. then add '#include osgGA/FirstPersonManipulator' above main() functionthen

Re: [osg-users] Keyboard move camera position

2011-02-08 Thread Alberto Luaces
Nan WANG writes: hello As i am newbie in OSG. ...could you tell me how to use FirstPersonManipulator in my scene? I copied 'FirstPersonManipulator' from %SVN%\include\osgGA to my project folder, then add it in my project. then add '#include osgGA/FirstPersonManipulator' above main()

[osg-users] IFC to OSG converter

2011-02-08 Thread Peter Kilpatrick
Hello, I am working on an IFC to OSG converter. There are some screenshots at www.scenescript.com. Regards, Peter Kilpatrick___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] IFC to OSG converter

2011-02-08 Thread Sukender
Hi Peter, Nice work! Is this a ReaderWriter or a standalone converter? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Peter Kilpatrick p...@scenescript.com a écrit : Hello, I am working on an IFC to OSG converter. There are some screenshots

Re: [osg-users] IFC to OSG converter

2011-02-08 Thread Peter Kilpatrick
Hello Sukender, It is a standalone program that reads an IFC file, displays the spatial structure tree and creates an OSG scene graph which can be output. IFC files tend to be very large and take a long time to load so standalone is better. The resulting .ive files are much smaller and load

Re: [osg-users] IFC to OSG converter

2011-02-08 Thread Peter Amstutz
You probably still want to implement osgDB::ReaderWriter. You can still use a standalone import/export program that loads the IFC file using osgDB::readNode() and saves to IVE using osgDB::writeNode(), such as osgconv or your own specialized import and visualization tool. On 2/8/2011 8:17 AM,

[osg-users] Forward declarations and ref_ptr members

2011-02-08 Thread Jesper D. Thomsen
Hi all, I'm trying to prune out the number of includes in my headers, in order to keep from including OSG in all parts of my application. I have a couple of places where I would like to forward declare osg::ref_ptr, but so far I have had no success with that. Specifically, I would like to

Re: [osg-users] Forward declarations and ref_ptr members

2011-02-08 Thread SkullCheck
Would the pimpl algorithm be applicable to your situation if you want to minimize compile time dependencies? On Tue, Feb 8, 2011 at 2:50 PM, Jesper D. Thomsen j...@anybodytech.com wrote: Hi all, I’m trying to prune out the number of includes in my headers, in order to keep from including OSG in

Re: [osg-users] Forward declarations and ref_ptr members

2011-02-08 Thread Jean-Sébastien Guay
Hi Jesper, error C2079: 'asg::ASGContainer::m_osgroot' uses undefined class 'osg::ref_ptrT' Template classes/methods need to be completely defined when they are used, so what you're trying won't work. In addition to using the pimpl idiom which would completely solve your problem but might

Re: [osg-users] True Geometric Morph

2011-02-08 Thread Seth Berrier
Well all right then! I've got so much on my plate these days I have no idea if I'll get to this right away (or at all) but if I do, I think doing it in OSG is the way to go. I've got a good source on all the morphing research that came out of it's flash in the spotlight back in the 90's

Re: [osg-users] Generating multitouch events

2011-02-08 Thread Stephan Maximilian Huber
Hi Serge, Am 08.02.11 09:12, schrieb Serge Lages: Thanks for your replies, it confirms what I was thinking... The iOS way of sending events seems to be an exception, all the touch technologies I use (mostly MPX, Windows 7 and TUIO) send them separately, so I think it should be useful to add

[osg-users] osgPPU HDR culled from certain angles?

2011-02-08 Thread Jean-Sébastien Guay
Hello all, hello Art :-) I have been experimenting with osgPPU's HDR example, and it looks and works great for my purposes, and was even easy to integrate into my own app as a test. It's interesting how easy the code is to understand, given what it would have been without osgPPU (i.e. using

[osg-users] Shaders in StandardShadowMap

2011-02-08 Thread Werner Modenbach
Hi, I suggest altering one line of the shader code of StandardShadowMap into: (_mainFragmentShader) color *= mix( colorAmbientEmissive, gl_Color + gl_SecondaryColor, DynamicShadow() ); \n Otherwise no specular light is shown. Also it would be nice having a chance to using the existing

Re: [osg-users] True Geometric Morph

2011-02-08 Thread Seth Berrier
Okay, I did some reading and I think this should be fairly easy! What we need is 'combinatorial compatibility' between the two targets (i.e. a 1 to 1 mapping between vertices and edges). The book by Gomes et al. describes several ways to achieve this but the simplest one that doesn't require

Re: [osg-users] Shaders in StandardShadowMap

2011-02-08 Thread Jean-Sébastien Guay
Hello Werner, I suggest altering one line of the shader code of StandardShadowMap into: (_mainFragmentShader) color*=mix(colorAmbientEmissive,gl_Color+gl_SecondaryColor, DynamicShadow());\n Otherwise no specular light is shown. Yes, Wojtek mentioned about a week ago that this was an

[osg-users] osgWidgets and double click

2011-02-08 Thread Eduardo Poyart
Hello, It seems like osgWidgets doesn't support double-click. What would be a good way to implement it? Timing the clicks on my widget manager doesn't work, because I always miss the second click. I think that is because OSG's event handler is translating the second click into a double-click and

Re: [osg-users] When / howto stop or remove animation path

2011-02-08 Thread vincent sauvage
Hi, thank you, robert, for the advice. i actually subclass AnimationPathCallback and rewrite operator as folows : void CB_AnimationPonctuelle::operator() (osg::Node *node, osg::NodeVisitor *nv){ osg::AnimationPathCallback::operator()(node,nv);// méthode originale (de la classe

Re: [osg-users] When / howto stop or remove animation path

2011-02-08 Thread vincent sauvage
in fact, while i was writing last reply, i found one solution : void CB_AnimationPonctuelle::operator() (osg::Node *node, osg::NodeVisitor *nv){ if (getPause()) { traverse(node, nv); return; }