[osg-users] Missing textures with osgexport
Hello all. Today, I downloaded Cedric Pinson's osgexport script (and I've pulled the latest version from the mercurial repo). I made a simple scene, consisting only a plane. I UV-mapped the plane, and exported it to a .osg file. Then loaded this into osgviewer, and the plane was there, but with no texture at all. I took a look inside the file, and noticed that it contains no reference to the texture at all. When I export both the plane and the default lamp, there are some material descriptions in the osg file, but only for the lighting, not for the texture. What should I do to make it work? By the way, I'm using Blender 2.49b, with Python 2.6.2. Yours sincerely, ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation : correct approach to detect when a skeletal animation has completed ?
Hi, Thank you very much for your replies ! Following your suggestion Cedric, I am now using a TimelineAnimationManager instance instead of the BasicAnimationManager as the update callback. I also took a close look to osganimationtimeline example (thank you for the pointer). Animation stopping in the middle of an iteration. Following the example, I am using ActionStripAnimation instances to hold my animations. Then I am trying to trigger a callback when an ActionStripAnimation with a limited number of iterations x (setLoop(x)) is completed. I got the feeling that a way to achieve it could be similar to the one presented in the example : Timeline.setCallback(ActionStripAnimation.getNumFrames()-1, new Callback); My first problem here is that, when using a realistic number of iterations (like 10), the animation is stopping in the middle (I mean, the last iteration of the animation does not return to the initial state). With the debugger I figured out that the number of frames calculated when calling setLoop(int) was inaccurate of a few units. But even setting it to a closer value does not solve this problem. How to detect the completion of the current animation iteration ? I did not evoke in my first post another requirement of our automaton I am trying to fulfill (my bad :) ). In some cases, the animated object will be looping "infinitely" on an animation, to be interrupted only when a given trigger is activated. In this case, the application would need to be able to detect when an animation iteration is completed on an infinitely looping ActionStripAnimation (ActionStripAnimation.setLoop(0)). Here the getNumFrames() approach does not seem to be applicable anyway, and the only directions that came to my mind would be : *Adding a nested NodeCallback to the AnimationManager, that would be called at each update traversal and -when the application wants to stop the current looping animation- it would compute the current iteration number of the animation I, and deduce the time by which this iteration will complete (I mean, stopping as soon as ReferenceTime >= AnimationStartTime + I*AnimationDuration). That does not sound really elegant to me, but I was able to obtain a working prototype... *Implementing a derived AnimationManager to override the update() method, and make possible to register a callback that will be triggered as soon as the current animation iteration is completed. Sounds better to me, but it is a bit of overkill if I am just missing an simplest way to achieve that. Thank you for reading ! Cheers, Adrien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37442#37442 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] Android Development Plans
Hi Robert, Thank you very much for reviewing!, We will include some documentation on the wiki, but I have some work trips this weeks so probably Jorge will do the most part. Rafa. 2011/3/8 Robert Osfield : > Hi Rafa, Jorge and all ;-) > > On Mon, Mar 7, 2011 at 11:53 AM, Rafa Gaitan wrote: >> Finally Jorge and me have finished a first approach to build OSG under >> Android using the android NDK. >> >> Attached you will find all required code and cmake modifications (They >> are based on a previous submissions I sent last week). > > Many thanks for your efforts. I have now merged and checked in > changes to OpenSceneGraph svn/trunk. I haven't tested the Android > build at all yet, only the normal Linux build side. > > Would it be possible for you to put up a documentation page on the > wiki to show how to set up to build the OSG on Android? > > Thanks, > Robert. > ___ > osg-submissions mailing list > osg-submissi...@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > -- Rafael Gaitán Linares Instituto de Automática e Informática Industrial http://www.ai2.upv.es http://gvsig3d.blogspot.com Ciudad Politécnica de la Innovación Universidad Politécnica de Valencia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bug in AutoTransform ?
Hi Miguel, You have the source code and the problem data in front of you so you are well placed to debug the issue. Just dive into osg::AutoTransform code and see what is going on. Robert. On Tue, Mar 8, 2011 at 4:40 PM, Miguel Lokida wrote: > Hello, > > So no solution for this behavior ? This is really annoying because I thought > block this problem by not putting the geometry if its size is zero, but now > it affects another object that no longer appears. > > Solutions are welcome. > > Thank you. > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=37433#37433 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bug in AutoTransform ?
Hello, So no solution for this behavior ? This is really annoying because I thought block this problem by not putting the geometry if its size is zero, but now it affects another object that no longer appears. Solutions are welcome. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37433#37433 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Android Development Plans
Hi Rafa, Jorge and all ;-) On Mon, Mar 7, 2011 at 11:53 AM, Rafa Gaitan wrote: > Finally Jorge and me have finished a first approach to build OSG under > Android using the android NDK. > > Attached you will find all required code and cmake modifications (They > are based on a previous submissions I sent last week). Many thanks for your efforts. I have now merged and checked in changes to OpenSceneGraph svn/trunk. I haven't tested the Android build at all yet, only the normal Linux build side. Would it be possible for you to put up a documentation page on the wiki to show how to set up to build the OSG on Android? Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Retrieved Vertices for FLT Model Not Consistent
Hi Paul, What you're saying doesn't really make sense. You say you're loading the same model but getting different vertices each time you load it. What makes you think the vertices are different? Does the model render differently and appear visually different for each invocation of osgviewer? No, I think what he's saying is that he gets the same vertices, but not in the same order, each run. I don't have any insight into this, but I would suggest making an algorithm that doesn't depend on the order of the vertices. The order doesn't matter for rendering (apart from the relationship between vertices required by the primitives) so optimizers may well reorder them at any time, and you wouldn't want your algorithm to break because of that... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Weird problem with osgText::Text3D
Hi Johannes, There was a bug in osgText/freetype plugin's handling of kerning that caused negative and wrongly scaled kerning offsets, this produced exactly the problem you described. I tracked down and fixed this bug, so try svn/trunk ;-) Robert. On Tue, Mar 8, 2011 at 12:22 PM, Johannes Scholz wrote: > Hi, > > today I encountered a problem using osgText::Text3D. > > > When displaying the String "Viewports" using a osgText::Text3D, the display > of the text gets messed up. Other strings tend to work. > > "Viewports" appears as "iewports V". > > Problem occurs even in the example code. Just changed the text to "Viewports". > > I am on Windows-32 using OSG Tag 2.9.10. Not tested with other releases. > > Thank you! Any suggestions? > > Cheers, > Johannes > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=37420#37420 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Weird problem with osgText::Text3D
Hi, I have also experienced problems with Text3D. Specifically, problems with character spacing (possibly kerning related?) where letters will end up overlapping for certain strings. I think 2.9.10 exhibits the overlapping behavior. I also updated to the latest trunk revision at the time (which was r12078), that resulted in the overlapping behavior being fixed, but then the overall text spacing quality was decreased. Try the trunk revision and see if it works for you. Also, I was using FreeType 2.3.12 if I recall correctly. My eventual workaround was to revert to 2D text for the time being. - Judson On 3/8/2011 7:22 AM, Johannes Scholz wrote: > Hi, > > today I encountered a problem using osgText::Text3D. > > > When displaying the String "Viewports" using a osgText::Text3D, the display > of the text gets messed up. Other strings tend to work. > > "Viewports" appears as "iewports V". > > Problem occurs even in the example code. Just changed the text to "Viewports". > > I am on Windows-32 using OSG Tag 2.9.10. Not tested with other releases. > > Thank you! Any suggestions? > > Cheers, > Johannes > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=37420#37420 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Weird problem with osgText::Text3D
Hi Johannes, have you also tested with the newest Osg (trunk) ? Maybe you can look forthe last change in the text3D files in the SVN history,so you can determine if the bug could be fixed in a newer release than you use. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37422#37422 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Weird problem with osgText::Text3D
Hi, today I encountered a problem using osgText::Text3D. When displaying the String "Viewports" using a osgText::Text3D, the display of the text gets messed up. Other strings tend to work. "Viewports" appears as "iewports V". Problem occurs even in the example code. Just changed the text to "Viewports". I am on Windows-32 using OSG Tag 2.9.10. Not tested with other releases. Thank you! Any suggestions? Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37420#37420 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Textures for Iphone not work at all :S..?? Need Help
Hi, Am 08.03.11 09:16, schrieb Laith Dhawahir: > I tried to make textures work on iphone for many times and different ways, > but no one of them worked.. !! Without more information we can't help you. What have you tried, show us some of your code, etc. Perhaps you forgot to link against the imageio-plugin, perhaps you are using not supported texture-/image-formats, how should we know? Textures do work on the iphone, there might be some issues with ive and/or unsupported texture-/image formats. The iphone-project on github shows the loading of a textured ive-model. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] HOW TO ADD CUSTOM COLOURS TO THE MODEL
"Nagore Barrena" writes: > Hi, > > I'm working in Windows XP with Osg-2.8.2. I use Catia to generate my 3d > models. The only possibility to save the model in Catia and then to load it > right in osg is to save the model in .stl extension. But > when I save the model using this extension the model loses the colour, > transforming into a grey model. > > I load the 3d model using osgDB::readNodeFile() method: > modelNode = osgDB::readNodeFile("model.stl"); > > Do you know how I can add custom colours to the model using OSG methods? > You can assign a StateSet in the code with a material definition which overrides the colour of the model. Or you can import the file in Blender, fine tune the material definition for the object, save it into OBJ format and open it into OSG. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] HOW TO ADD CUSTOM COLOURS TO THE MODEL
Hi Nagore, On 8/03/11 20:54 , Nagore Barrena wrote: > I'm working in Windows XP with Osg-2.8.2. I use Catia to generate my 3d > models. The > only possibility to save the model in Catia and then to load it right in osg > is to save > the model in .stl extension. But when I save the model using this extension > the model > loses the colour, transforming into a grey model. STL doesn't really support colors, it's mostly a geometry format. There is an extension to the binary STL format that supports 5-bit RGB colors and that is supported by the OSG .stl loader. Does Catia write binary or ASCII .stl files? Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] HOW TO ADD CUSTOM COLOURS TO THE MODEL
Hi, I'm working in Windows XP with Osg-2.8.2. I use Catia to generate my 3d models. The only possibility to save the model in Catia and then to load it right in osg is to save the model in .stl extension. But when I save the model using this extension the model loses the colour, transforming into a grey model. I load the 3d model using osgDB::readNodeFile() method: modelNode = osgDB::readNodeFile("model.stl"); Do you know how I can add custom colours to the model using OSG methods? Thank in advance! Cheers, Nagore -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37414#37414 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAudio on Mac OS X
Just for your information, I was keeping trying with OpenAL bundled with OS X and other osgAudio examples, I tried "example_osgaudiolow_playOgg" and, while everything goes fine during the app lifetime, when the app quits, I get this error: StreamUpdater::cancelCleanup: Should probably not delete this Error: Thread 0x837300 still running in destructor Segmentation fault and the app crashes (I can send the dump if you want). Regards. Alessandro On Tue, Mar 8, 2011 at 9:59 AM, Alessandro Terenzi wrote: > Yes, I tried the OpenAL framework that comes with OS X and it works, but > I'm just getting an error the first time I press the 'm' key in the > 'example_osgaudio': > > *alError: (1718449215) > Builds/osgAudio/osgAudio_02_00_00/src/openalpp/Source.cpp at Line: 115: No > message associated with error code.* > *Error: pthread_cond_destroy(,) returned error status, status = 16* > > but actually the sound keeps playing correctly and the app does not crash. > So, not considering the error that is printed in the console, everything > seems to work fine using the framework that comes with OS X. > > I'll keep trying OpenAL and also have a look at fmod for further > development. > Thanks everybody for the help. > > Cheers. > Alessandro > > On Tue, Mar 8, 2011 at 9:07 AM, Stephan Huber wrote: > >> Am 07.03.11 11:46, schrieb Alessandro Terenzi: >> > verything works fine on Windows, I'm having this problems only on Mac OS >> X >> > and, FYI, I've built all the dependencies for osgAudio, including >> > OpenAL-soft and freeAlut. The OSG version I'm using is 2.9.6. >> >> OpenAL is bundled with OS X as a framework. Have you tried this version >> of OpenAL? >> >> Cheers, >> Stephan >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Taking osgQt::QWebViewImage mouse and key events
Hi, Ok! I get it! But if I want to pass these events to general event capture? What can I do? for example, if I push espace bar when the mouse is over the object dont do reset camera action... Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37410#37410 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAudio on Mac OS X
Yes, I tried the OpenAL framework that comes with OS X and it works, but I'm just getting an error the first time I press the 'm' key in the 'example_osgaudio': *alError: (1718449215) Builds/osgAudio/osgAudio_02_00_00/src/openalpp/Source.cpp at Line: 115: No message associated with error code.* *Error: pthread_cond_destroy(,) returned error status, status = 16* but actually the sound keeps playing correctly and the app does not crash. So, not considering the error that is printed in the console, everything seems to work fine using the framework that comes with OS X. I'll keep trying OpenAL and also have a look at fmod for further development. Thanks everybody for the help. Cheers. Alessandro On Tue, Mar 8, 2011 at 9:07 AM, Stephan Huber wrote: > Am 07.03.11 11:46, schrieb Alessandro Terenzi: > > verything works fine on Windows, I'm having this problems only on Mac OS > X > > and, FYI, I've built all the dependencies for osgAudio, including > > OpenAL-soft and freeAlut. The OSG version I'm using is 2.9.6. > > OpenAL is bundled with OS X as a framework. Have you tried this version > of OpenAL? > > Cheers, > Stephan > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture not shown correctly
Hi, me too :"( if you know how to fix it tell me Thank you! Cheers, Laith -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37404#37404 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Textures for Iphone not work at all :S..?? Need Help
Hi, I tried to make textures work on iphone for many times and different ways, but no one of them worked.. !! please can anyone give me a small example to how make it work. i really need help :( Thank you! Cheers, Laith -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37403#37403 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAudio on Mac OS X
Am 07.03.11 11:46, schrieb Alessandro Terenzi: > verything works fine on Windows, I'm having this problems only on Mac OS X > and, FYI, I've built all the dependencies for osgAudio, including > OpenAL-soft and freeAlut. The OSG version I'm using is 2.9.6. OpenAL is bundled with OS X as a framework. Have you tried this version of OpenAL? Cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org