Hi Javier,
Now bump mapping seems to be working fine again, btw...
Yes, I agree, when I run the plugin in Debug and get an output file as a
result it works well. Thanks.
And I must apologize, I absolutely lied to you in the other message.
Your scene crashes in Release mode. Just test
On Fri, May 6, 2011 at 7:11 AM, Jean-Sébastien Guay <
jean-sebastien.g...@cm-labs.com> wrote:
>
> Question then, where do I go in Max to set these kinds of tags? Can you
>> give me an example of what your artist would do to say that a given
>> object (or a given material) has a normal map?
>>
>
> H
Hi,
about the crash, I tried the file and it crashes on my system as well in
release mode. The polygon Export creates a Log nemad Maya2OSG_Write.log, stored
in the same directory of exported file. This might help a little. It exports
the mesh as geometry, but than creashes. I guss in Shading st
Hi J-S,
jumping in to say hello, and sorry that I coudn't answer your post earlier. I'm
student, and as Javier mentioned my time is very limitted these days and for
the next two months. At Holiday time I contribute frequently, and I think this
won't cahnge too soon. So for now this is it, I'l
Just as a follow up, these links may also help you solve your problem.
The last one may be of particular interest to your application...
http://www.opengl.org/resources/code/samples/sig99/advanced99/notes/node
33.html
http://catarina.udlap.mx/u_dl_a/tales/documentos/dsc/mora_l_ma/capitulo3
.pdf
Thanks!
On Fri, May 6, 2011 at 6:58 AM, Jean-Sébastien Guay <
jean-sebastien.g...@cm-labs.com> wrote:
> Hi Farshid,
>
>
> Thanks, I will go ahead and add these to the trunk.
>>
>
> A small change to make finding the OpenGL library cleaner.
>
>
> Thanks,
>
> J-S
> --
> ___
On Fri, May 6, 2011 at 8:29 PM, Jean-Sébastien Guay
wrote:
> Hi Javier,
>
>> Great, thanks. Can you please replace the filetexture.cpp by this one as
>> it's the behavior I think we want - if the Use As: field is anything
>> OTHER than Bump, don't convert bump2normal.
>
> Sorry I forgot the file,
If I understand you correctly, you want to tweak the viewing frustum?
You should be able to rotate and scale (move in and out) the clipping planes of
an asymmetric viewing frustum (projection matrix) so that the four sides of
intersection with the near clipping plane form a general quadrilateral
Hi knarf,
yes I have RTT because I apply a distortion on the rendred texture before the
final output.
osgVisual is open source, take a look at osgvisual.org, the modul is called
sky_silverlining
Cheers,
Torben
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Hi Robert,
it compiles and works great on win7 64b bit, VS2008 Sp1, Qt 4.7.2 in 32 and 64
bit.
Four your information, I got the following compile warnings:
Warnung 1 warning C4611: Interaktion zwischen '_setjmp' und
C++-Objektlöschung ist nicht portabel
d:\OpenSceneGraph\OpenSceneGraph-
Hi Rafa,
On Fri, May 6, 2011 at 6:57 PM, Rafa Gaitan wrote:
> Builds and works fine with my application on MacOSX, The build is also
> fine on android.
That's great to hear. It'll take me a while to come to terms with
"build is also fine on Android"...
never thought in the early days of the OSG
Hi Javier,
Great, thanks. Can you please replace the filetexture.cpp by this one as
it's the behavior I think we want - if the Use As: field is anything
OTHER than Bump, don't convert bump2normal.
Sorry I forgot the file, here it is.
BTW, it's fine to leave my e-mail in the AUTHORS file.
J-S
Hi Zonk,
The basic configuration for the two computers that are having this problem are:
1) Intel Xeon 5405 2.0GHz CPU, 4GB RAM, Nvidia GeForce X260 GPU 896MB
2) Intel Core i7 2.79GHz, 4GB RAM, Nvidia 9800GT 512MB
I'm personally running on a machine with an Intel Xeon 5410 (2.33GHz), 4GB RAM,
Hi Javier,
Thank you for the changes. They are already submitted to svn/trunk.
Great, thanks. Can you please replace the filetexture.cpp by this one as
it's the behavior I think we want - if the Use As: field is anything
OTHER than Bump, don't convert bump2normal.
The Blinn shader w
Hi Robert,
Builds and works fine with my application on MacOSX, The build is also
fine on android.
Rafa.
2011/5/6 Rafa Gaitan :
> Hi Robert,
>
> Building now for MacOSX and for Android(ndk-r5b).. I will tell you
> something if I find any problem.
>
> Cheers,
> Rafa.
>
>
> 2011/5/6 Robert Osfiel
On Fri, May 6, 2011 at 7:41 PM, Javier Taibo wrote:
> research to discover what computations does Maya for it. Now we have a
> first approximation :) However, I don't know if it is working
^
Please, ignore this line. It
Hi J-S,
On Fri, May 6, 2011 at 7:02 PM, Jean-Sébastien Guay
wrote:
>
> 1. Named the osg::Light according to the MFnLight/MFnSpotLight name (i.e. if
> the light's MatrixTransform is directionalLight1, then the osg::Light will
> be directionalLightShape1)
>
> 2. Blinn materials will be shaded lik
Hi all,
Here it is.
Argh, I didn't realize how big that was. I got a message from the list
saying it awaited moderator approval, you can safely refuse it, I'll
send it to Javier directly.
Sorry,
J-S
--
__
Jean-Sebastien Guayjean-seba
Hi J-S,
On Fri, May 6, 2011 at 3:49 PM, Jean-Sébastien Guay
wrote:
> Here are the changes I have made to maya2osg.
>
> 1. I have modified the CMake config so it will use the OSG release and debug
> versions correctly.
> 2. I made the Maya install directory user-visible because it might not be
Hi Robert,
Building now for MacOSX and for Android(ndk-r5b).. I will tell you
something if I find any problem.
Cheers,
Rafa.
2011/5/6 Robert Osfield :
> Hi Chris,
>
> That's the build problem that I spotted from cdash and fixed this morning ;-)
>
> Cheers,
> Robert.
>
> On Fri, May 6, 2011 at 5
Hi Lilinx,
Have a osg::ref_ptr
Registry::getRefFromObjectCache(std::sring&) method is a reasonable
request, now added and checked into svn/trunk. I also added a
getRefFromArchiveCache() as well.
For older versions of the OSG you can simply use a ref_ptr in
your own code rather than a C pointer.
Hi Kim,
Just jumping into this thread, I admit that I haven't read it all the
way through, so hopefully this is relevant.
Of course, jump in whenever you want :-)
What I have done to support things like specular maps and bump maps in
models exported from Maya is to modify the dae loader foun
Hi Chris,
That's the build problem that I spotted from cdash and fixed this morning ;-)
Cheers,
Robert.
On Fri, May 6, 2011 at 5:35 PM, Chris 'Xenon' Hanson
wrote:
> On 5/6/2011 10:16 AM, Chris 'Xenon' Hanson wrote:
>> I can tell you it appears that the builds went fine last night, but I
>>
On 5/6/2011 10:16 AM, Chris 'Xenon' Hanson wrote:
> I can tell you it appears that the builds went fine last night, but I
> didn't look to see
> when they ran versus when you last checked in code.
Actually, I'm wrong:
12>D:\OSG\trunk_vs10_x64_debug\src\OSG\trunk\build\product\include\osgDB/
On 5/6/2011 10:14 AM, Robert Osfield wrote:
> If you have nightly build running could you possible set them up to
> post build reports to cdash.openscenegraph.org, I can then monitor the
> builds. Yesterday I checked in one change that broke the build and an
> overnight build posted to cdash highl
Hi Chris,
On Fri, May 6, 2011 at 3:03 PM, Chris 'Xenon' Hanson
wrote:
> Would it be helpful for me to post links to the OSX and Win binary builds
> that started
> at midnight Colorado time?
If you have nightly build running could you possible set them up to
post build reports to cdash.openscen
Try omitting the s_srs portion of the gdalwarp command to see if that makes any
difference.
I believe dted files will need to be reprojected as well since VPB builds the
database using the source data coordinate system.
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscene
Hi,
I would like to use osg_bvh plugin and osg:animation to animate a 3D model that
has DOFTransform nodes. But i don't understand how use osgAnimation::Skeleton,
osgAnimation::Animation, osgAnimation::BasicAnimationManager,
osgAnimation::Bone.
To animate a single DofTransform nodes inside model
Just jumping into this thread, I admit that I haven't read it all the way
through, so hopefully this is relevant.
What I have done to support things like specular maps and bump maps in
models exported from Maya is to modify the dae loader found to support the
tags that are added to the Collada fi
Hi Farshid,
OK. The different ways you mention above, are they all currently
supported by OSGExp? Meaning, the material name is exported? The
object properties field is exported as descriptions you say? (I
haven't gone through the code to OSGExp yet)
Yes, all the methods I described are suppor
HI,all
When writing a osgDB::ReadFileCallback, We
need know if there was someobject existed in the Registry's object
cache on sometime.
Usualy, We call
osgDB::Registry::instance()->getFromObjectCache to do this.
Example:
osg::Object * obj =
osgDB::Registry::instance()->
On 5/6/2011 7:20 AM, Robert Osfield wrote:
> Hi All,
> I would like to make another dev release, if possible today, that
> wraps up various submissions and my work on resolving code issues
> reported by Coverity. I've tested Linux, so probably don't need to
> much testing here, but Windows and OSX
Sergey,
Thanks, that's been very helpful. I have some other questions though: suppose
you have a graph with camera C, a child of sibling cameras A & B, e.g.
A <- C
B <- C
Will C be rendered twice? If so, how would one make C render first, then render
each of A, B with the output textures of C?
Hi Robert,
in about 1-1.5 hours I can start to compile OSG and report back to you.
I'll do compile testing (what else ;)) and simple osgViewer testing.
Cheers,
Torben
--
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___
On 5/6/2011 4:05 AM, Fred Smith wrote:
You usually want to create GL batches that are as large as possible. 10 draw
calls of 100 elements will be slower than 1 draw call of 1000 elements.
Something else I have noticed a little while ago was that the stateset
processing engine of OSG might be sl
Hi All,
I would like to make another dev release, if possible today, that
wraps up various submissions and my work on resolving code issues
reported by Coverity. I've tested Linux, so probably don't need to
much testing here, but Windows and OSX it'd be very useful to have
feedback on.
Thanks in
Hi,
I have used Triangle, a thin C++ library for generating TINs in 2D. I used it
when I develop Pathfinding algorithm in Hierarchical graphs. It generates
constrained/non-constrained Delaunay triangles, ...
Thank you!
Cheers,
Yonas
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Hi Farshid,
Thanks, I will go ahead and add these to the trunk.
Thanks for that.
I am going to keep
the existing Visual Studio projects though. The existing projects can be
used for both 32 and 64-bit builds. I even wrote a Python script in the
"Setup" folder that automates building the Visu
Hi Alexander
In our 3-channel setup we use a per pixel distortion. In a rgb image we store
the distortion. It is stored for every pixel encoded in the R,G and B value.
You can take a look on my solution on osgvisual.org
If you have a solution for your analytic distortion, please let me know.
T
Hi Martin,
As far as I know is more a gcc + cmake "problem" that OSG problem
itself. What I do when I want build with cmake and 32 bits in my 64
bits box is:
$ cd osg-svn
$ mkdir build
$ cd build
$ export CFLAGS=-m32
$ export CXXFLAGS=-m32
$ cmake .. -D (whatever you need here)
If you alread
Hi Glenn,
i have reprojected MyTerrainImage.tif from GCS ( Geographic coordinate system )
to UTM using GlobalMapper successfully,
Should i re-project Dted-2 Elevation files to UTM projection as well?
İf so;
Should i use osgdem command like this;
osgdem --cs "+proj=utm +zone=52" -d MyDteds - MyIma
"Martin Haffner" writes:
> Hi,
>
> Unfortunately there is no file flags.make in my OpenSceneGraph folder:/
Not in the OSG source folder, but in your build folder. Anyway, just
compile with the VERBOSE environment variable to see how it is going.
--
Alberto
_
Hi,
Unfortunately there is no file flags.make in my OpenSceneGraph folder:/
Thank you!
Cheers,
Martin
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osg-users
Hi Ricccardo,
On Fri, May 6, 2011 at 10:53 AM, Riccardo Corsi
wrote:
> Do you think the approach you suggest, avoiding explicit buffer unbind,
> would provide some benefit?
It's unlikely to make a big difference as it's only one small part of
all the operations being done in the draw traversal.
I gave a look at PagedLOD and ProxyNode classes and the second one seems what I
need. But unfortunately I don't understand the logic behind the loading.
Moreover even if I set LoadingExternalReferenceMode the to LOAD_IMMEDIATELY the
file is not really loaded "immediately". Which are the events t
You usually want to create GL batches that are as large as possible. 10 draw
calls of 100 elements will be slower than 1 draw call of 1000 elements.
Something else I have noticed a little while ago was that the stateset
processing engine of OSG might be slow. One thing I have been surprised with
Dear OSG Forum readers,
as we recently installed a multi-projector-based viewing screen I am currently
working on its calibration. I managed to fix most of the displaying issues so
far; however, one issue remains that I am quite unsure of how to approach it.
Due to the mounting of the projecto
Hi Robert,
thank you for your advice, but I used 20.000 only for benchmarking purposes,
I'll balance better the scenegraph in the real application.
Even so, with the scenario number 2, I was hoping to achieve performances
closer to scenario 3 than 1,
as the stats scale quite in linear way with s
Hi Ricky,
Given you have 20,000 instances their will and cull and draw dispatch
bottleneck. Sharing VBO's won't really share this much. The big
elephant in the room is the number of seperate objects to traverse in
the cull and draw traversals and the number of seperate GL calls that
will have to
Hi All,
Paul, I think I've done some of the benchmark you're referring to on my end
right before starting this thread =)
In my example I replicate the same geometric primitive many times.
The geometric object is a little cube counting 40 vertex and 66 triangles
all rendered as a single drawElement
Hi,
maybe also ProxyNode is what you need..
Cheers,
Torben
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http://lists.opens
Thanks Vincent for the fast reply. I give a look at what you suggested.
Gianni
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Hi Tom,
I have no idea I am afraid, I have seen the jumping as you describe.
One thing to try is when its jumping or the framerate is choppy, press m and
change the threading mode, does the choppiness go away?
It could be the stats are showing correct and there is something tying up
the GPU when fi
Hi,
Maybe the ReadNodeFileCallback can help you.
It is used by the DatabasePager, so you can manage what is done for each
readNodeFile call.
Or maybe making your own node node as PagedLOD which load the file only
when requested...
Or playing with UpdateCallback...
Sorry this is not a real a
Hi All,
I implemented a class that embeds an osg::Group. The real graphics for my
object is loaded from a file with a readNodeFile() call and the resulting node
is set as child of the osg:Group. Now I would like the readNodeFile() is called
just when it is needed, that means when the viewer show
Hi,
On Fri, May 6, 2011 at 3:24 AM, Jean-Sébastien Guay
wrote:
> This can actually be handled automatically with the right usage of FindOSG.
> But I agree that it's not always obvious how to do that. When you start
> writing tons of ifs for each configuration, it's a clear sign that you're
> no
Hi Knarf,
what Silverlining do you use? the most vurrent ( 2.15) ?
What is your system? Especially your graphics hardware? Nvidia oder AMD?
I use Silverlining in osgVisual and do not have your described problem. Maybe
look at my silverlining integration and at the important integration parts
(i
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