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 
setComputeBoundingBoxCallback().
This should be enough, shouldn't it?

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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 required
geom.setVertexArray(vertices);

geom.setVertexAttribArray(verticesLoc, vertices);



Is this expected? If I compile and use OSG with GL3 core profile support, will 
this still be required (again, it shouldn't)?

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(...); // pointless
glVertexAttribPointer(...); // ok
glDrawElements(...);

Other custom vertex attributes that I tried to use to pass through color data 
behave fine. Vertex coordinates seem to be treated specially in OSG.

Cheers,
Fred

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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 have attached an flt file which will not load with osgviewer.
I have also tried to convert it to a .osg file and it becomes:
Group {
  name db
  nodeMask 0x
  cullingActive TRUE
}

which is pretty much empty?

we are using osg version 2.8.3 on windows 7
the flt file loads fine in a terravista buildt in viewer and polytrans.

any ideas why it doesn't work with osgviewer?

regards,
Peter

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[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

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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 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 have attached an flt file which will not load with osgviewer.
 I have also tried to convert it to a .osg file and it becomes:
  Group {
   name db
   nodeMask 0x
   cullingActive TRUE
 }

  which is pretty much empty?

  we are using osg version 2.8.3 on windows 7
 the flt file loads fine in a terravista buildt in viewer and polytrans.

  any ideas why it doesn't work with osgviewer?

  regards,
 Peter

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[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)
{
...
float Opacity=0.5;
osg::Material * material = (osg::Material *) 
wireframe_subgraph-getOrCreateStateSet()-getAttribute(osg::StateAttribute::MATERIAL);
material-setTransparency(osg::Material::FRONT_AND_BACK, 1. - Opacity);
wireframe_subgraph-getStateSet()-setRenderBinDetails(0, 
transparent);
wireframe_subgraph-getStateSet()-setMode( GL_BLEND, 
osg::StateAttribute::ON );

wireframe_subgraph-getStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
wireframe_subgraph-getStateSet()-setAttributeAndModes(material, 
osg::StateAttribute::OVERRIDE);

wireframe_subgraph-addChild(subgraph);
rootnode-addChild(wireframe_subgraph);
...

At runtime, at :

material-setTransparency(osg::Material::FRONT_AND_BACK, 1. - Opacity);

i get the following error :

Access violation in the writing of the address ...

and the check is on the following methods:

void Material::setTransparency(Face face,float transparency)
{
   //clampBetweenRange(transparency,0.0f,1.0f,Material::setTransparency());

   if (face==FRONT || face==FRONT_AND_BACK)
   {
_ambientFront[3] = 1.0f-transparency;   // I get error here
_diffuseFront[3] = 1.0f-transparency;
_specularFront[3] = 1.0f-transparency;
_emissionFront[3] = 1.0f-transparency;
}

if (face==BACK || face==FRONT_AND_BACK)
{
_ambientBack[3] = 1.0f-transparency;
_diffuseBack[3] = 1.0f-transparency;
_specularBack[3] = 1.0f-transparency;
_emissionBack[3] = 1.0f-transparency;
}
}  

Could you suggest me to solve this problem?

Thank you!

Cheers,
Andrea

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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();
material-setTransparency(osg::Material::FRONT_AND_BACK, 1. - Opacity);
wireframe_subgraph-getOrCreateStateSet()-setRenderBinDetails(0, 
transparent);
wireframe_subgraph-getOrCreateStateSet()-setMode( GL_BLEND, 
osg::StateAttribute::ON );

wireframe_subgraph-getOrCreateStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

wireframe_subgraph-getOrCreateStateSet()-setAttributeAndModes(material, 
osg::StateAttribute::OVERRIDE);



... 

Sorry.

Andrea

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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... 
specify the PlayMode..

PD the fbx load ok
PD2: sorry if my english is not good

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Re: [osg-users] fbx animation

2011-03-25 Thread Josue Hernandez
forget what i say about the an jeje

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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 data.
 
 
 Code:
 // This line should not be needed but seems required
 geom.setVertexArray(vertices);
 
 geom.setVertexAttribArray(verticesLoc, vertices);
 
 
 
 Is this expected? If I compile and use OSG with GL3 core profile support, 
 will this still be required (again, it shouldn't)?

This hints again to a faulty bounding box calculation.
I you setup a VertexArray OSG uses this to calculate
the bounding box.

You already said that you provide the bounding
box (callback) yourself, so maybe you still have
some error there (it was not included in you original
post).

 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(...); // pointless
 glVertexAttribPointer(...); // ok
 glDrawElements(...);

Can you compare the traces of the working and the non-working
version? If so, can you spot differences in the values
of osg_ModelViewProjectionMatrix?

 Other custom vertex attributes that I tried to use to pass through color data 
 behave fine. Vertex coordinates seem to be treated specially in OSG.
 
 Cheers,
 Fred

Cheers,

Peter
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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(...); // pointless
  glVertexAttribPointer(...); // ok
  glDrawElements(...);
  
 
 Can you compare the traces of the working and the non-working
 version? If so, can you spot differences in the values
 of osg_ModelViewProjectionMatrix?

The values are the same for the working and non-working versions.
My bounding box is correctly calculated.

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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?

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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 in things
like the material and color pallets etc. 

If you save the file out from Creator then it will be upgraded to the
version of open flight and written out with the correct records etc. You
lose details that were to malformed for Creator to handle  etc..

Also you might look in the Creator log it may have spit out some warnings or
notices about the original file


Also what version of Open Flight was the original file written by Terra
Vista ,as this may affect the ability of the OSG to read the file, 

Creator will read files in back as far as V12 and maybe even earlier
depending on the file, but some things are no longer supported by Creator so
you can get some oddities on versions earlier the V14


__
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www.photographybyGordon.com
www.gordontomlinson.com 
www.vis-sim.com 

Self defence is not a function of learning tricks  but is a function of how

quickly and intensely one can arouse one's instinct for survival 
-Master Tambo Tetsura 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Friday, March 25, 2011 5:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] flt file not working

On 03/25/2011 07:42 AM, Peter Wraae Marino wrote:
 Hej Andreas,

 the test.flt comes from TerraVista export :(


Weird.  Creator 4.1 loads it fine.  I opened it and saved it back out as
test2.flt (attached).  osgviewer at least shows something with this one (not
sure it's correct).

--J



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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  usable structure, you might see issues in things
like the material and color pallets etc.


Yeah, I know.  I've found the OSG loader to be at least somewhat 
forgiving, too.  I guess I'd just expect it to get something on the 
screen, even if it's not completely correct.




If you save the file out from Creator then it will be upgraded to the
version of open flight and written out with the correct records etc. You
lose details that were to malformed for Creator to handle  etc..

Also you might look in the Creator log it may have spit out some warnings or
notices about the original file


I did check the error log.  Didn't see anything relevant.



Also what version of Open Flight was the original file written by Terra
Vista ,as this may affect the ability of the OSG to read the file,

Creator will read files in back as far as V12 and maybe even earlier
depending on the file, but some things are no longer supported by Creator so
you can get some oddities on versions earlier the V14


Peter's file was 15.8.  The one I sent will be 16.4.

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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


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www.vis-sim.com 

Self defence is not a function of learning tricks  but is a function of how

quickly and intensely one can arouse one's instinct for survival 
-Master Tambo Tetsura 


-Original Message-
From: Jason Daly [mailto:jd...@ist.ucf.edu] 
Sent: Friday, March 25, 2011 7:07 PM
To: gor...@gordon-tomlinson.com; OpenSceneGraph Users
Subject: Re: [osg-users] flt file not working

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  usable structure, you might see 
 issues in things like the material and color pallets etc.

Yeah, I know.  I've found the OSG loader to be at least somewhat forgiving,
too.  I guess I'd just expect it to get something on the screen, even if
it's not completely correct.


 If you save the file out from Creator then it will be upgraded to the 
 version of open flight and written out with the correct records etc. 
 You lose details that were to malformed for Creator to handle  etc..

 Also you might look in the Creator log it may have spit out some 
 warnings or notices about the original file

I did check the error log.  Didn't see anything relevant.


 Also what version of Open Flight was the original file written by 
 Terra Vista ,as this may affect the ability of the OSG to read the 
 file,

 Creator will read files in back as far as V12 and maybe even earlier 
 depending on the file, but some things are no longer supported by 
 Creator so you can get some oddities on versions earlier the V14

Peter's file was 15.8.  The one I sent will be 16.4.

--J



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[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...


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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 pma...@skew-matrix.com:
 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...

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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 unix makefiles and building from those.

J-S

On 25/03/2011 3:46 PM, Rafa Gaitan wrote:

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 Martzpma...@skew-matrix.com:

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...

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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 not work...

I am doing continuous builds of svn trunk for 64bit OS X via hudson [1],
and no problems are reported. I can post the command line I am using for
generating xcode-project files on monday when I am back at the office.


cheers,
Stephan

[1] http://hudson-ci.org/
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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

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[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

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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 with wiimote

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





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