Re: [osg-users] Using Vertex Attributes

2011-03-25 Thread Fred Smith
Peter Hrenka wrote: Do you set the initial Bounding Box? I think with generic Vertex Attributes OpenSceneGraph has no chance calculate the Bounding Box by itself. I calculate the bounding box myself and I set up a bounding box calculation callback for every geometry that I create through

Re: [osg-users] Using Vertex Attributes

2011-03-25 Thread Fred Smith
Things work if I call setVertexArray. I mean that I have to call setVertexArray, in addition to setVertexAttribArray, even though my shader is solely based on vertex attribute data and doesn't use GL2-style dedicated vertex coordinates data. Code: // This line should not be needed but seems

Re: [osg-users] flt file not working

2011-03-25 Thread Andreas Ekstrand
Hi Peter, I think your FLT file is invalid. There doesn't seem to be any push record between the header node with its ancillary records and the following group node. Where does test.flt come from? Regards, Andreas Ekstrand On 2011-03-25 11:45, Peter Wraae Marino wrote: Hej osgUsers, I

[osg-users] [osgPlugins] osg Dae plugin error: Texture coordinate set 0 not found

2011-03-25 Thread daniele argiolas
Hi, when I open some collada file, created with maya, in osg 2.9.11 I've this error: osg Dae plugin error: Texture coordinate set 0 not found and the result is that the texture isn't loaded. why?? thanks -- Read this topic online here:

Re: [osg-users] flt file not working

2011-03-25 Thread Peter Wraae Marino
Hej Andreas, the test.flt comes from TerraVista export :( regards, Peter On Fri, Mar 25, 2011 at 12:28 PM, Andreas Ekstrand andreas.ekstr...@remograph.com wrote: Hi Peter, I think your FLT file is invalid. There doesn't seem to be any push record between the header node with its

[osg-users] Material and SetTrasparancy

2011-03-25 Thread Andrea Martini
Hi, i'm looking for give to an 3d object, some transparent value (not completely transparency) . So, i'm starting from osgclip example, to make trasparent (with 0.5 opacity) the wireframe part of the cow. part of the c++ code : osg::Node* decorate_with_clip_node(osg::Node* subgraph) { ...

Re: [osg-users] Material and SetTrasparancy

2011-03-25 Thread Andrea Martini
Hi, I solved. The Problem is a null pointer of material, after : osg::Material * material = (osg::Material *) wireframe_subgraph-getOrCreateStateSet()-getAttribute(osg::StateAttribute::MATERIAL); command. I solved simply in this way : osg::Material * material = new osg::Material();

Re: [osg-users] fbx animation

2011-03-25 Thread Josue Hernandez
ok, but what means an in the follow line?: finder._am-playAnimation( animations[an].get() ); and where i can see how can i do this: Finally, you can do what ever you want: play the animation on the osgViewer, get the Duration, the StartTime, the Name of the animation...

Re: [osg-users] fbx animation

2011-03-25 Thread Josue Hernandez
forget what i say about the an jeje -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37888#37888 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Using Vertex Attributes

2011-03-25 Thread Peter Hrenka
Hi Fred, Am 25.03.2011 11:52, schrieb Fred Smith: Things work if I call setVertexArray. I mean that I have to call setVertexArray, in addition to setVertexAttribArray, even though my shader is solely based on vertex attribute data and doesn't use GL2-style dedicated vertex coordinates

Re: [osg-users] Using Vertex Attributes

2011-03-25 Thread Fred Smith
Peter Hrenka wrote: On the GL trace side I don't see anything wrong when I don't call setVertexArray: glVertexAttribPointer(...); glDrawElements(...); When I also specify a vertex array the glVertexPointer call obviously seems superfluous: glVertexPointer(...); //

Re: [osg-users] Using Vertex Attributes

2011-03-25 Thread Fred Smith
I don't believe my problem comes from the bounding box, but out of curiosity: the osgvertexattributes sample does not seem to specify a compute bounding box callback, so how come the camera is set up correctly? -- Read this topic online here:

Re: [osg-users] flt file not working

2011-03-25 Thread Gordon Tomlinson
Hi Jason I would expect Creator to handle things better than OSG as Creator has a quite a robust and forgiving FLT file reader ( as it should : ) ) , and it can handle malformed files quite well, it will skip records it does not know etc. and try to create usable structure, you might see issues

Re: [osg-users] flt file not working

2011-03-25 Thread Jason Daly
On 03/25/2011 03:00 PM, Gordon Tomlinson wrote: I would expect Creator to handle things better than OSG as Creator has a quite a robust and forgiving FLT file reader ( as it should : ) ) , and it can handle malformed files quite well, it will skip records it does not know etc. and try to create

Re: [osg-users] flt file not working

2011-03-25 Thread Gordon Tomlinson
Hi Jason I looked at the file in an older version (3.0) It had no Material palette and the Color palette look pretty hosed as well so I suspect that is malformed as well, I think the file is just not really Open Flight compliant and thus why the OSG reader is struggling

[osg-users] 64bit OS X builds

2011-03-25 Thread Paul Martz
Hi -- Is anyone successfully building OSG, either 2.8.3 or svn trunk, for 64bit OS X? I've got a report from an associate that this is broken (sorry, no additional information at this point) and just wanted to see if this was known to either work or not work... -- -Paul Martz Skew

Re: [osg-users] 64bit OS X builds

2011-03-25 Thread Rafa Gaitan
Hi Paul, I successfully made a build but you need to set some cmake variables (maybe we should set up this variables by default) OSG_WINDOWING_SYSTEM=Cocoa OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio Doing this I don't have any problem building it. Rafa. 2011/3/25 Paul Martz

Re: [osg-users] 64bit OS X builds

2011-03-25 Thread Jean-Sébastien Guay
Hi Paul and Rafa, I have also built 2.8.3 on MacOS X, without problems. The build I did was Intel 32 and 64 bit universal. No ppc at all. Perhaps it's the ppc 64-bit build that fails? I seem to remember reading that ppc 64 bit was pretty uncommon anyways. I was having CMake generate normal

Re: [osg-users] 64bit OS X builds

2011-03-25 Thread Stephan Huber
Hi Paul, Am 25.03.11 20:32, schrieb Paul Martz: Is anyone successfully building OSG, either 2.8.3 or svn trunk, for 64bit OS X? I've got a report from an associate that this is broken (sorry, no additional information at this point) and just wanted to see if this was known to either work or

Re: [osg-users] 64bit OS X builds

2011-03-25 Thread Paul Martz
Thanks for all the replies, folks. I understand 64bit OS X builds are working. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] [vpb] short video flying with wiimote

2011-03-25 Thread Massimo Tarantini
Hi all, this is a short demo of my terrain integrated with a wiimote : www.youtube.com/watch?v=cGbD5bpu2uY -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37901#37901 ___ osg-users mailing list

Re: [osg-users] [vpb] short video flying with wiimote

2011-03-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Very cool...:) -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Massimo Tarantini Sent: Friday, March 25, 2011 4:57 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [vpb] short video flying