Hey Dario
Do you have any callback or other classes that affect this model or more
specifically the bones in any way?
One issue might be that somewhere all of the positions of each bone are set to
origin. You can always traverse through the bone structure in the model and
print out the
Trying build trunk with mingw-w64 get:
[ 0%] Building CXX object src/osg/CMakeFiles/osg.dir/Program.obj
C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp:
In constructor 'osg::Program::Program()':
..seams a DataVariance issue..no?
Cary, Karl A. wrote:
I was recently doing some updates to a converter we wrote and found that the
FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't always flattening the
transforms and I do not understand why. I have verified that the
Hey everyone,
As the title says, Im trying to animate the visibility of a model and export to
osgb.
So far my animation exports have worked fine. I use 3D Studio Max to create an
animation on the timeline, export it to .FBX and then convert it to osgb, and
split up the animations on the
I've verified that the DataVariance is STATIC. Both before the optimization and
then after the optimization it remained static.
-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Julien Valentin
Sent: Thursday, January 22, 2015 6:59 AM
I can probably post up the scenegraph, need to double check, but it will have
to wait till tomorrow, I left the laptop it's on at home. As for multiple
parents, I did check that and everything in the graph has only 1 parent. All I
am using the optimizer for is to remove nested groups created
Hi Karl,
There isn't any way for me to know whether you have hit upon a bug or just
that the scene graph you are trying to optimize is structured in way that
could can eliminate the transforms as I simply don't have a dataset that
reproduces it. One of the things that prevent transforms being
Hey everyone, I managed to finally sort this out. The bone weights that were
displayed in the console as being too small, are I believe only the specific
vertexes that had little to no weight. I re exported the .fbx file very
carefully making sure the rigging was right and the bones were set
I was recently doing some updates to a converter we wrote and found that the
FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't always flattening the
transforms and I do not understand why. I have verified that the
MatrixTransforms are marked as STATIC. The only thing I can think of is
Corrected post with a little more info
My basic idea was to use QT wrapping in order to do create and call method
object at runtime as cppintrospection …
But QML seamed quite promising in order to bring both wrapping and graphical
boxing.
So I develop some kind of preprecompiler (before moc so
I managed to compile it under Linux gcc 4.8.2 on ubuntu 14.04
For portability I suggest using std::runtime_error than std::exception.
Also please use #include osg/Vec3 than #include osg/vec3
I slightly change CmakeLists.txt. and all compiles fine.
Best regards,
Roman
--
Read this
Hi Anton,
Vertex buffer objects are meant to be allocated up to the maximum size you
need and thereafter there will be no changes in size. It sounds like you
want it to start of zero and expand as required, which rather breaks the
how the buffer is meant to work on the OpenGL side and what the
Try in a simplier example...
If problem persist post the code
Paradox wrote:
Hi,
No one idea? :(
Thank you!
Cheers,
Dario
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62425#62425
___
Hi,
No one idea? :(
Thank you!
Cheers,
Dario
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62419#62419
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi Guys,
kingarthur10:
by looking at the cmake-log I assume that your platform is Linux, unfortunately
the library is only tested under Windows (compiled with MSVC2010) but it’s on
the roadmap to fix the cmake-files to support Linux builds as well. If you
know some cmake I would point you to
Hi Alexey,
I presume this is an issue with the Windows gl.h not being up to date. I
have just added the missing #define to include/osg/GLDefines. Could you do
an svn update and let me know if this is now fixed.
Thanks,
Robert.
On 22 January 2015 at 14:08, Alexey Pavlov alex...@gmail.com wrote:
2015-01-22 17:56 GMT+03:00 Robert Osfield robert.osfi...@gmail.com:
Hi Alexey,
Could yo post the whole modified file, thanks,
No problem - in attach. But I wonder why need full file file.
Robert.
On 22 January 2015 at 13:19, Alexey Pavlov alex...@gmail.com wrote:
Next patch fix build
2015-01-22 18:10 GMT+03:00 Robert Osfield robert.osfi...@gmail.com:
Hi Alexey,
I presume this is an issue with the Windows gl.h not being up to date. I
have just added the missing #define to include/osg/GLDefines. Could you do
an svn update and let me know if this is now fixed.
You add
So what problems does your software solve exactly? I couldn't understand it.
2015-01-22 18:56 GMT+07:00 Julien Valentin julienvalenti...@gmail.com:
Corrected post with a little more info
My basic idea was to use QT wrapping in order to do create and call method
object at runtime as
Hi Alexey,
Could yo post the whole modified file, thanks,
Robert.
On 22 January 2015 at 13:19, Alexey Pavlov alex...@gmail.com wrote:
Next patch fix build OSG from trunk with mingw-w64:
--- OpenSceneGraph/src/osg/DisplaySettings.cpp.orig 2015-01-22
16:14:40.44560 +0300
+++
2015-01-22 23:03 GMT+03:00 Alexey Pavlov alex...@gmail.com:
2015-01-22 19:02 GMT+03:00 Alexey Pavlov alex...@gmail.com:
2015-01-22 18:10 GMT+03:00 Robert Osfield robert.osfi...@gmail.com:
Hi Alexey,
I presume this is an issue with the Windows gl.h not being up to date.
I have just
It would be nice to see some explanation video with real world examples of
yours.
2015-01-23 6:17 GMT+07:00 Julien Valentin julienvalenti...@gmail.com:
I'll try to stay simple:
pmoc generate customisable and extendable graphical components embedding
objects method and I use in a generic
Hi,
I work on a project using OSG (with OSG Earth). I create HMI with Qt and add
OSG (Earth) view using osgQt::GLWidget devived class
(osgEarth::QtGui::ViewerWidget ) and it's work fine.
My application needs a HUD over the OSG widget but when I display QWdiget over
the GLWidget, it has a
I'll try to stay simple:
pmoc generate customisable and extendable graphical components embedding
objects method and I use in a generic Editor to demonstrate the ability to do
runtime graphical programmation:
The paste feature introspects the selected object and calls the method that can
be
Hi Alexey,
On 22 January 2015 at 15:55, Alexey Pavlov alex...@gmail.com wrote:
No problem - in attach. But I wonder why need full file file.
Thanks, fix now merged and submitted to svn/trunk.
I request full files as it's more reliable than applying diff's and avoids
any potential copy and
On 22 January 2015 at 16:02, Alexey Pavlov alex...@gmail.com wrote:
You add wrong define:
Need - GL_SEPARATE_ATTRIBS
Added - GL_INTERLEAVED_ATTRIBS
Oopps... now added GL_SEPARATE_ATTRIBS as well. Now checked into svn/trunk.
Robert.
___
2015-01-22 19:02 GMT+03:00 Alexey Pavlov alex...@gmail.com:
2015-01-22 18:10 GMT+03:00 Robert Osfield robert.osfi...@gmail.com:
Hi Alexey,
I presume this is an issue with the Windows gl.h not being up to date. I
have just added the missing #define to include/osg/GLDefines. Could you do
Hi,
I have loaded 3D Model in my scene and i want to walk through in the world. i
achieved forward,backward,left,right,up and down but i need to rotate my camera
at that camera location about x,y,z but i aam not able to get please help me??
please look at my code which is attached to this
28 matches
Mail list logo