The osgIntrospection+osgWrapper and osgDotNet-generator work very well
together. (See
http://www.openscenegraph.org/projects/osgDotNet/wiki/GettingStartedWithTheWrappersGenerator).
Thanks to the osg team for such taht interesting release !
After a bunch of tests, the generated Managed C++ DLLs
Hi Mike
> Regarding (A1): you'll need to build the Debug osgDotNet assemblies and use
> them with the
> Debug OSG DLLs. (...) Unfortunately you can't see the native state when
> stepping through
> the managed code. Also, debugging across the managed/unmanaged boundary only
> works
> for 32
Hi again,
Thanks for all those answers !
> Did you rebuild the osgWrappers/osgSim DLL? If that builds without error the
> osgDotNet generator
> should see your additions. Note that the build of the osgWrappers DLLs is
> not enabled in the
> default CMake configuration; you need to turn on B
Continuing on that second issue (still trying to uderstand the first one) :
> Virtual function invocation among wrappers, user-defined subclasses of
> wrappers, and native code
> works in all directions by virtue of the design of osgDotNet. This support
> also extends to hand-coded
> virtu
> You'll need to add code to the adapter and unknown object classes in the same
> file to complete the
> support. Take a look at, for example, the generated wrapper code for
> osg::Group::replaceChild for
> a model of what the code should look like.
oops... I missed the ___NodeCallback_adapte
Hi all,
Hoping to help outline the "not-so-easy-to-cope-with-points-with-OSG"...
I'm in the very same case : being used to OpenGL and by-the -way having used
a lot OpenGL Performer for example when designing a lot of special effects
for real time simulators.
The main difference between OpenScene
I did buy it (well, let's say, I had oktal do).
The Getting Started book is much more interesting than the Reference Guide,
however.
The thing with the getting started is that it is meant for newbie programmers
that never used scene graph API's.
There is a need for a guide thought of this way
Hi all,
Working with version 2.0.0 of the API, I'm trying to set a texturation matrix
with the idea to modify it on the run to obtain texture animation.
It works perfectly well, but seems to be taken into account only on texture
unit 0.
Yet, the TexMat (as a StateAttribute) is to be set on the S
Hi all,
I'm stuck with an issue that should be extremely simple, but anyway I don't get
it.
- How is running the default Lighting Mode set in osgViewer ?
That class contains an osg::Light _light member that is instanciated but I can
find anywhere its linking to the scene graph !?
- What is the
OK thanks, the code I was looking for to understand the whole thing lies inside
osgUtil::SceneView.cpp.
The chain is :
osgViewer::Viewer::setUpRenderingSupport() -->
osgUtil::SceneView::setDefaults() , on each SceneView the Viewer has...
The _light member inside osgViewer::Viewer in the code a
I'll build v.2.1.10 and try to alter the _globalStateSet of both sceneviews
in the osgViewer::Renderer for everything is accessible in that version
indeed.
It should work...
Thanks a bunch !
- Original Message -
From: "Robert Osfield" <[EMAIL PROTECTED]>
Sent: Thursday, September 13, 2
In fact I was puzzled by the fact that if no directional Light is set in the
scene graph, the one set transversally onto the draw traversal by the osgViewer
(through the cull visitor, ie not in the scenegraph) becomes active. I was
unsure about that indeed, but as you say it's not as soon as at
Trackball and view questionHi,
The trackballManipulator recomputes the home position (should be called home
positions in fact since there are three of them) when the scene is set on the
osgViewer if you don't call
TrackballManipulator::setAutoComputeHomePosition(false).
The View Matrix you'll
The non wrapping of public variables is an issue too, that necessitates
modification by hand too (for dynamic use of LightPoints for example).
Is that evolution (maybe less tricky than the operator issue) planned for the
future ?
Christophe
- Original Message -
From: Mike Wittman
>>>>>>>>>>>>>><<<<<<<<<<<<<<<<
Thx for any advice !
--
Christophe Médard
Société OKTAL (http://www.oktal.fr)
2 impasse Boudeville
31100 Toulouse (France)
Tél. : (+33) 5 62 11 50 10
Fax : (+33) 5 62 11 50 29
Hi Mike,
Thanks for telling me the same kind of thing was already reported !
I understand passin in OSG 2.1.12 would do no good.
Thanks also for confirming the OSG reference count management being done by the
wrapper layer in a .NET Managed-fashion...
It's quite hard to find the root cause ind
Hi Mike
It's an OSGExp export of a 3DSMax scene. I can send you the .osg or .ive file
if you want to.
The overall content is mere geometries (osg::Geodes and some
osg::MatrixTransform), no particle effects, no LOD, no camera.
Many geometries have their DataVariance DYNAMIC though (which isn't n
Hi,
A quick answer that is worth what it's worth for I'm little by little
entering OSG myself...
For what I know the trackballManipulator hasn't the aim of making the view
always look at the same location.
The setNode() method() after examination only recomputes 'center' "distanc"
and so on par
Hi Paul and Robert,
What you are saying makes sense indeed, I didn't think about that.
I will check that inferring (the database is large and exported from 3DSMax
using OSGExp) : maybe OSGEXp suffer of some lackings concerning transparency
issues indeed.
Maybe I have after loading of the .osg (o
We are, for a use from C# projects.
The fact is that some accessor functions are lacking of some important classes
(example Osg.NodeCallback.operator()()).
The solution adopted for instance - which isn't satisfying for will raise
problem when the osg API evolves - is to patch manually the header
It's basically the 'as' C# cast operator.
osgGA::GUIActionAdapter& aa;
osgViewer::Viewer* viewer = dynamic_cast( &aa );
in C++ becomes :
OsgGA.GUIActionAdapter aa;
OsgViewer.Viewer viewer = aa as OsgViewer.Viewer;
- Original Message -
From: "Christoffer Markusson" <[EMAIL PROTECTED]>
T
That's just because what you do is strange : OsgGA.GUIActionAdapter isn' a
child class of OsgViewer.Viewer.
OsgViewer.View aa;
OsgViewer.Viewer viewer = aa as OsgViewer.Viewer;
as a valid example perfectly works.
Not only does the 'as' cast your aa OsgViewer.View reference to an
OsgViewer.View
Right, I didn't see the TexMat could be specified texture unit by texture unit,
through Osg.StateSet.setTextureAttributeAndModes().
Until now, I did :
geode.getOrCreateStateSet().setAttributeAndModes(currentTexMatrix,
(uint)Osg.StateAttribute.Values.ON);
but
geode.getOrCreateStateSet().setText
Hi all,
There's something I can't get a clear vision of despite my efforts.
To parameterize order of drawing, there are two levers : renderingHint (set on
a node or drawable through it's stateset osg::StateSet::setRenderingHint()) and
binnumber (set on a node or drawable through it's stateset
o
Sorry for the mailer redisposing of things.
Here are the examples I wanted to submit :
|
| |
osg::Group "A"osg::Group "B"
[binNumber = 8] dft, so binNumbe
To react to what says Robert, I'm under the impression that renderingHint in
fact isn't used internally, is it ?
Why is there two informations in fact redundant (an order of draw),
renderingHint and binNumber ?
So if I'm correct, things must only be thought of in 'binNumber' terms.
To react to w
Sorry if the drawing isn't clear (do the images pass the mails submitted in
the mailing list ? If so, I could quickly make a quick drawing, more clearer
that this "verbatim" presentation...) yes E is child of A in my diagram, so
the answer is B-A-E0-D-C-E1.
I understand that in fact you're sayi
OK, but why introducing a _renderingHint member variable not used and
therefore confusing (_binNum is the one taken into account, once again if
I'm correct..) ??
It's not really exclusively an implementation matter : those member
variables are both clearly saved in the .osg format - readable fo
Yop,
All right, Tim's right.
So to conclude :
- setRenderingHint is just a shortcut for setRenderBinDetails, it allows not to
have to specify the name of bin type, and _renderingHint is useless (for those
making inquiries on the OSG source)
- indeed, the binNumber is the draw order number again
order ??
Thanks for any teaching about this.
--
Christophe Médard
Société OKTAL (http://www.oktal.fr)
2 impasse Boudeville
31100 Toulouse (France)
Tél. : (+33) 5 62 11 50 10
Fax : (+33) 5 62 11 50 29
- Original Message -
From: Christophe Medard
To: OpenSceneGraph Users
Sent: Friday,
For your information my problem of transparency was dut to a point graphists
must be careful of in 3DSMax :
the OSGEXp exporter places a drawable or a geode in the TRANSPARENT_BIN as
soon as at least one face has transparency.
It's a perfeclty reasonable behaviour.
In my case, trees (transparent
Yes.
At least those kind of problems appearing on a dababase exported using OSGExp
is solved by a clear segregation of transparent(semi-transparent) faces from
opaque ones.
--
Christophe Médard
Société OKTAL (http://www.oktal.fr)
2 impasse Boudeville
31100 Toulouse (France)
Tél. : (+33) 5 62 1
été OKTAL (http://www.oktal.fr)
2 impasse Boudeville
31100 Toulouse (France)
Tél. : (+33) 5 62 11 50 10
Fax : (+33) 5 62 11 50 29
- Original Message -
From: Christophe Medard
To: OpenSceneGraph Users
Sent: Tuesday, September 25, 2007 3:43 PM
Subject: Re: [osg-users] osgDotNet : Nodes adding
Hi all,
Until now working under Autodesk 3DSMax 8 and OSGExp version 0.9.3, I've just
tryed OsgExp 0.9.4 under 3DSMax 9.
Exporting the same object with the same options (see cap below), I notice that
the number of vertices exported (as well as the number of normal) is multiplied
by two and a ha
I'll make the try to see what happen. Here I just wanted to point out that
the problem origin may be in a function called in a thread when no
particular setting on the osgviewer instance is done.
If the try succeed, I guess I will have an unrecoverable crash even with the
Release executable (ma
Hi Jason,
I have the very same problem : having to implement a new visual application, I
must now choose between a C# implementation and a C++ unmanaged one.
As you can bet, I'd largely prefer the first option (for instance I've
prototyped some special effects in both languages/versions of the
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