Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
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

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Farshid Lashkari
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

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Peter Wrobrl
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

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Peter Wrobrl
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

Re: [osg-users] Manual perspective distortion?

2011-05-06 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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

Re: [osg-users] OSGExp: CMake build

2011-05-06 Thread Farshid Lashkari
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 > -- > ___

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
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,

Re: [osg-users] Manual perspective distortion?

2011-05-06 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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

Re: [osg-users] [3rdparty] Frame Rate "Decay" w/ SilverLining Integration

2011-05-06 Thread Torben Dannhauer
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 -- Read this topic online here: http://forum.openscenegraph.org/vi

Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Torben Dannhauer
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-

Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Robert Osfield
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

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
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

Re: [osg-users] [3rdparty] Frame Rate "Decay" w/ SilverLining Integration

2011-05-06 Thread Frank Sullivan
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,

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
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

Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Rafa Gaitan
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

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
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

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
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

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
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

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
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

Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread 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 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

Re: [osg-users] Add A Function getRefFromObjectCache(const std::string& fileName) ?

2011-05-06 Thread Robert Osfield
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.

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
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

Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread 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 5:35 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 >>

Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Chris 'Xenon' Hanson
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/

Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Chris 'Xenon' Hanson
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

Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Robert Osfield
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

Re: [osg-users] [vpb] Flat Database Generation in Meters reallyshocked me when i load it to my osg application..!!!

2011-05-06 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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

[osg-users] Animate a 3D model using osg::Animation and bvh plugin

2011-05-06 Thread Andrea Martini
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

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Kim Bale
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

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Jean-Sébastien Guay
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

[osg-users] Add A Function getRefFromObjectCache(const std::string& fileName) ?

2011-05-06 Thread xll
  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()->

Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Chris 'Xenon' Hanson
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

Re: [osg-users] Fine-grained render ordering

2011-05-06 Thread Craig S. Bosma
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?

Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Torben Dannhauer
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39094#39094 ___

Re: [osg-users] large VBOs for multiple Drawables

2011-05-06 Thread Paul Martz
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

[osg-users] Please test svn/trunk in prep for next dev release

2011-05-06 Thread Robert Osfield
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

Re: [osg-users] [vpb] Need Efficient mesh data structures

2011-05-06 Thread Yonas Sahlemariam
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 -- Read this topic online here: http://foru

Re: [osg-users] OSGExp: CMake build

2011-05-06 Thread Jean-Sébastien Guay
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

Re: [osg-users] Manual perspective distortion?

2011-05-06 Thread Torben Dannhauer
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

Re: [osg-users] Compile osg in 32 Bit

2011-05-06 Thread Rafa Gaitan
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

Re: [osg-users] [vpb] Flat Database Generation in Meters really shocked me when i load it to my osg application..!!!

2011-05-06 Thread Atilla Selem
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

Re: [osg-users] Compile osg in 32 Bit

2011-05-06 Thread Alberto Luaces
"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 _

Re: [osg-users] Compile osg in 32 Bit

2011-05-06 Thread Martin Haffner
Hi, Unfortunately there is no file flags.make in my OpenSceneGraph folder:/ Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39088#39088 ___ osg-users mailing list osg-users

Re: [osg-users] large VBOs for multiple Drawables

2011-05-06 Thread Robert Osfield
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.

Re: [osg-users] lazy readNodeFile

2011-05-06 Thread Gianni Ambrosio
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

Re: [osg-users] large VBOs for multiple Drawables

2011-05-06 Thread Fred Smith
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

[osg-users] Manual perspective distortion?

2011-05-06 Thread Alexander Dieterle
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

Re: [osg-users] large VBOs for multiple Drawables

2011-05-06 Thread Riccardo Corsi
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

Re: [osg-users] large VBOs for multiple Drawables

2011-05-06 Thread Robert Osfield
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

Re: [osg-users] large VBOs for multiple Drawables

2011-05-06 Thread Riccardo Corsi
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

Re: [osg-users] lazy readNodeFile

2011-05-06 Thread Torben Dannhauer
Hi, maybe also ProxyNode is what you need.. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39077#39077 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.opens

Re: [osg-users] lazy readNodeFile

2011-05-06 Thread Gianni Ambrosio
Thanks Vincent for the fast reply. I give a look at what you suggested. Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39076#39076 ___ osg-users mailing list osg-users@lists.openscenegraph.or

Re: [osg-users] stats issue with svn

2011-05-06 Thread Martin Naylor
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

Re: [osg-users] lazy readNodeFile

2011-05-06 Thread Vincent Bourdier
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

[osg-users] lazy readNodeFile

2011-05-06 Thread Gianni Ambrosio
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

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Javier Taibo
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

Re: [osg-users] [3rdparty] Frame Rate "Decay" w/ SilverLining Integration

2011-05-06 Thread Torben Dannhauer
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