be any obvious thing that I am not doing, so any ideas or
any advice about where to search would be very appreciated.
Thanks in advance.
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Javier Taibo
VideaLAB. Grupo de Visualización en Ingeniería, Arquitectura y Urbanismo
Universidade da Coruña
E.T.S.I. de Caminos, Canales y Puertos
Campus
would like to know the experts suggestions, just in case I am doing
it the wrong way.
Is there any example/tutorial/source code doing something similar that
I can take a look at?
Thanks in advance.
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VideaLAB. Grupo de Visualización en Ingeniería, Arquitectura y Urbanismo
the sender and delete the email.
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That was exactly the problem. Thank you very much, Robert!
Best Regards,
O Mér, 28-11-2007 ás 10:54 +, Robert Osfield escribiu:
On Nov 28, 2007 9:28 AM, Javier Taibo [EMAIL PROTECTED] wrote:
Hi Paul,
I tried gDEBugger releases from beta7 and experienced the same
behaviour
for your response!
Yanling
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it? camera
post-draw callbacks? rendering bins? any other?
I am not very familiar with render passes in OSG, so the way I am trying
is probably not the best way. I would appreciate any suggestion, advice or
pointer to any related documentation or source code.
Thanks in advance.
Javier
) and
CappingEffect to the camera.
Robert Milharcic
*From:* osg-users-boun...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Javier Taibo
*Sent:* Thursday, September 02, 2010 1:09 PM
*To:* osg-users@lists.openscenegraph.org
*Subject:* [osg
from osg::Group node) and
CappingEffect to the camera.
Robert Milharcic
*From:* osg-users-boun...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Javier Taibo
*Sent:* Thursday, September 02, 2010 1:09 PM
*To:* osg-users
it
is fairly usable for the basic features. If you are interested init,
stay tuned... more features are on the way.
User feedback is very welcome. Enjoy!
Best regards,
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I would like to have editing access to the OSG Wiki. I sent two e-mails to
the address in the page
http://www.openscenegraph.org/projects/osg/wiki/About/WikiEditing leaving a
month between them and I had no response.
Maybe the address is no longer this?
Thanks in advance.
Javier Taibo
suggestion on how to solve it? Maybe creating a new shooter
(DirectionalShooter)?
Best Regards
Javier Taibo.
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If you build your models in Maya, you can try the Maya2OSG exporter in
http://maya2osg.sourceforge.net
Texture coordinates and texture transformations are exported to OSG file.
Best regards,
Javier Taibo.
On Thu, Sep 23, 2010 at 12:10 AM, John Kush dfoo...@gmail.com wrote:
Hi,
I'm
Hi David,
Add #include osg/Geode to Glyph file.
At least it worked for me.
Best Regards,
Javier Taibo.
On Sun, Sep 26, 2010 at 8:41 AM, David Wilson spam...@gmail.com wrote:
Hi,
I checked out the trunk of OSG so I could get into the new Qt stuff.
I'm compiling using
it, just pure curiosity :)
Is it not the recommended way to define RenderBins anymore?
Best regards,
Javier Taibo.
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Hi Robert,
On Fri, Oct 1, 2010 at 9:41 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Javier,
On Thu, Sep 30, 2010 at 6:54 PM, Javier Taibo javier.ta...@gmail.com
wrote:
I searched the list and the web but I couldn't found any reference to
this
fact. I was wondering the reason
it.
Is there any evident way to do it that I am missing (this is probable)? In
case there is not, do you think it would be interesting to add this feature
to AutoTransform?
Best Regards,
Javier Taibo.
P.S.: Maybe I am nostalgic of old VRML Billboards, that in fact were a
Group node
? (the -c command-line option is
not shown in the
osgviewer help)
If it is not, what am I doing wrong?
Is there any way to see the initial camera position defined in the config
file,
without needing to modify the osgviewer code?
Any help would be very appreciated.
Best Regards,
Javier Taibo
I have not an extremely deep knowledge of the intricacies of OSG code, but
if there
is something I can help with, let me know.
Anyway, is it OK to use osgDB::writeObjectFile on the osgViewer::Viewer
object to
create the config file?
Best regards,
Javier Taibo.
On Thu, Oct 14, 2010 at 9
camera in Maya.
Best regards,
Javier Taibo.
On Thu, Nov 18, 2010 at 3:36 PM, Ares Lagae ares.la...@gmail.com wrote:
Thanks for your quick reply.
Some comments:
- I assumed there was support for this since camera paths are supported.
- I am perfectly prepared to extend osgviewer. I
is using from a Camera draw callback?
or, even not getting it, is there a way to bound the FrameBufferObject of
this Camera?
Thanks in advance!
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http
.c++ .cc .cpp
.cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx
Any clue about how to solve it?
Regards,
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.
cheers
jp
On 16/02/11 12:35, Javier Taibo wrote:
Hi,
I have found a problem building osgCompute in Ubuntu 10.04 with
CMake 2.8. My knowledge about CMake is near zero, so I cannot give
much more info than the error I get:
CMake Error in examples/osgGeometryDemo/src/CMakeLists.txt
it.
Thanks in advance.
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Well... I suppose this method is meant to be used with orthographic
cameras only.
Regards,
On Fri, Feb 18, 2011 at 5:01 PM, Paul Martz pma...@skew-matrix.com wrote:
On 2/18/2011 5:27 AM, Javier Taibo wrote:
Hi all,
I am using the MVPW matrix to transform vertices from object space
in advance,
As I already said in the other list, contributions are always
welcome. It's nice to see there is people interested in the project.
Regards,
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http
.
Regards,
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a clear sign that you're
not using CMake to its full potential.
Yes. That is *exactly* the point :)
I'll have a look at it tomorrow morning.
Thank you very much. I really appreciate it.
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directly with it.
Regards,
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. Don't worry about it.
By the way, I tested the file you sent me with tangent space normal
maps, and worked OK. At least nobody crashed. The mapping is a bit
weird however, but I suppose it is just a test to see if it is
working. I can send you a snapshot if you want.
Regards,
--
Javier
On Fri, May 6, 2011 at 7:41 PM, Javier Taibo javier.ta...@gmail.com 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
taking a look at
it. If I discover something I'll let you know...
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. I
tested it in a version prior to the osgAnimation stuff and mesh export
changes and it crashes the same way. It is not at all a random crash.
I suppose I didn't noticed that because I always use the Debug
configuration.
Regards,
--
Javier Taibo
to svn/trunk.
So find the modified files attached. They all go in src/GLSL, except the
CMakeLists.txt which goes into the root.
Do you know of an easy way for CMake to create the folders (e.g.,
GLSL) inside the Visual Studio project source tree?
Cheers!
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! :-)
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, 2011 at 11:08 PM, Ryan Pavlik rpav...@iastate.edu wrote:
The changes to osgpreview.cpp are for the first issue, while the changes to
utility.h are for the second way of solving the second issue.
Ryan
On Tue, May 24, 2011 at 12:59 PM, Javier Taibo javier.ta...@gmail.com
wrote:
Hi Ryan
of the template parameter in
calling code. Simpler and more explicit all around, I think - hopefully this
will be acceptable. It build cleanly here: windows, vc9, maya 2012 x64
Ryan
On Tue, May 24, 2011 at 5:20 PM, Javier Taibo javier.ta...@gmail.com
wrote:
Thanks for the fixes. Changes are now
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,
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of the frame to which this callback
belongs.
Thoughts? Anybody else has faced problems with frame numbering in
draw callbacks?
Regards,
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).
Thanks,
Cory
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osg-users
to
contribute, they are welcome.
It's funny that after about two years out of the list, the more recent
thread I read is this :-)
Regards,
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http
a precompiled binary we could test with Maya?
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a compiler or SDK, and so we are hoping to have a binary install
recipe that is relatively easy to explain.
This is for people in the automotive industry who are authoring art
assets in Maya.
On Fri, Jan 31, 2014 at 4:17 PM, Javier Taibo javier.ta...@gmail.comwrote:
Hi Chris,
I can
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directed towards Javier Taibo. I just
wanted to make sure this has been tested by someone before we put in for
our upgrade from 2014 to 2015. Thanks.
Karl
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gt; Cheers,
> Andrea
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=74033#74033
>
>
>
>
>
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