[osg-users] [3rdparty] New: Level Editor for Virtual Reality Chat (VRC)

2009-05-05 Thread Botorabi
hi,

there is fresh meat in vrc project: an editor which eases the process of level 
design. it misses some features such as undo/redo and other stuff i would like 
to have, but it is a good first usable and (relatively) stable version, at 
least.

for screenshots see here: http://www.vr-fun.net

for downloading the editor see here: ftp://ftp.vr-fun.net/vrc/betas

the package contains a demo level (in myworlds folder) and some assets which 
you can use for playing a bit with the editor.

currently, there is only a win32 native build. however i tested it using wine 
on linux and it works fine.

cheers
boto


Virtual Reality Chat (VRC), a free 3D chat application. http://www.vr-fun.net

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Re: [osg-users] osgAnimation and 3ds max exporter

2009-05-02 Thread Botorabi
hi tomhog,

send me a pm with your email address so i send you the current state of the 
exporter.

cheers
boto


Virtual Reality Chat (VRC), a free 3D chat application. http://www.vr-fun.net

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Re: [osg-users] osgAnimation and 3ds max exporter

2009-04-17 Thread Botorabi
hello,

i had to temporarily freeze the work on osg exporter because of heavy workload. 
so far, bones, rigs, and animation keys are exported. there are still some 
points missing in the exporter.

it would be great if someone could help in further development of the exporter, 
so things could get done faster.


cheers
boto


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Re: [osg-users] osgAnimation and 3ds max exporter

2009-03-03 Thread Botorabi
hi Roland,


> They all support exporting of animations. 


yes. i did not want to extend existing collada exporters. i thought rather of 
converting collada to osgAnimation.


> I am already working on adding support for importing animations to the osg 
> dae (collada) importer. 


good to know. then it would be the best if i extend the osgexp ;-)

cheers
boto


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Re: [osg-users] osgAnimation and 3ds max exporter

2009-03-03 Thread Botorabi
hi yann,

yes, i had a look on it. it seems to work. the source code for the exporter is 
open. the exported dae seems to contains all the stuff what we need for 
osgAnimation.

what i miss is a collada viewer for win32. there is one, but for mac.

cheers
boto


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Re: [osg-users] osgAnimation and 3ds max exporter

2009-03-03 Thread Botorabi
hi Cedric,

i am still evaluating both approaches beginning with: 3ds max exporter vs. 
collada to osgAnimation converter. the latter approach may be integrated into 
first one. i will do some further reading and let you know which was i go first.

cheers
boto


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Re: [osg-users] osgAnimation and 3ds max exporter

2009-03-03 Thread Botorabi
hi Cedric,

for releases i use the ive format, as it is compact and gets loaded faster.
i have contacted farshid (the osgexp developer on sourceforge) and asked him to 
add me to developer list. so i will soon begin to work on the exporter.

cheers
boto


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Re: [osg-users] osgAnimation and 3ds max exporter

2009-03-03 Thread Botorabi
hi Roland,

i had a look into collada specs and its 3ds max exporter. the idea came into my 
mind to develop an osgAnimation exporter which gets collada as input. thus the 
same exporter could also be used for other modelling packages, not only for 3ds 
max.

what do you think about the idea? the only down side would be that all the mesh 
and material export functionality would have to be implemented, too. this 
functionality already exists in 3ds max exporter.

btw: i did not check if osgAnimation can also be written to an ive file. if 
not, that would be a great thing, too.

cheers
boto

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[osg-users] osgAnimation and 3ds max exporter

2009-03-02 Thread Botorabi
hello Roland, Cedric, Farshid,

i am happy to see the osgAnimation growing in features. i would like to replace 
osgCal3d with osgAnimation in our project.

as far i could read there is already a blender exporter. are there any plans to 
include bone animation export also to 3ds max? if not, i would do the work and 
extend the OSGExp exporter.


cheers
boto

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[osg-users] [osgPlugins] New plugin tutorial: Loading from a virtual file system

2009-03-01 Thread Botorabi
hello,

i have posted a new tutorial to wiki's documentation/tutorial section. it 
describes a mechanism for ..., well as this post title says "loading your osg 
resources from a virtual file system".

it would be useful to hear if something is missing or misleading in the 
tutorial.


cheers
boto

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Re: [osg-users] please give your opinion on "plugins reading from a virtual file system"

2008-08-11 Thread Botorabi
hi Serge and Jean-Sébastien,

if i got you right, you suggest to implement a kind of proxy plugin associated 
with a particular file extension which would make use of existing plugins in 
order to load different file formats.

certainly, you are right. it is one possibility. however i feel that it is not 
general enough. it would be nice not to touch any file extensions, instead let 
the api user interfere in fetching the data from physical medium. for instance 
the plugin for getting data from remote machines via a network protocol does 
internally something similar, i.e. it does not fetch the data from local hard 
disk, but uses a network protocol.

i think a cleaner approach would be a mechanism for accessing data during 
plugins read and write data. thus (Serge) you would not need to write an own 
plugin for accessing sql data, but just interfere in your application in the 
operation of accessing the data. so imagine you use the osgDB method for 
reading a node and the node is read from sql database instead of a local hard 
disk. so you would be able to read any supported file type from your sql 
database, e.g. osg, ive, obj, image files, etc. for directing the read/write 
operation to a sql database one could use the options object. in your 
application you would have a callback where you check the option and either 
forward the file operation to current implemented mechanisms or you handle the 
file operation yourself (e.g. read/write from/to sql database).

Serge, your sql access is very similar to my idea of accessing a virtual file 
system.

i am curious what Robert thinks about this stuff.

cheers
boto


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Re: [osg-users] please give your opinion on "plugins reading from a virtual file system"

2008-08-11 Thread Botorabi
hi Serge,

thanks for your hints.

>Have you looked to osgDB::Registry::setReadFileCallback ?

unfortunately, osgDB::Registry::setReadFileCallback does not the job. it passes 
the file name down to the loading mechanism chain, i.e. the actual file access 
is still managed in individual plugins using istream.

>This way you can even pass to the OSG plugin a custom std::stream which can 
>read into your pack system.

well, i fear this won't work as well, as plugins expect a file name, no stream 
object.

i have to admit, the mentioned feature would have an impact on exsiting 
plugins, as they would need an extention for using a forein stream object, if 
it exists, which is set by a callback, instead of creating an own stream out of 
a given file name.


cheers
boto

>Hi Boto,

>Have you looked to osgDB::Registry::setReadFileCallback ? Another way to
>achieve what you want can be to make a plugin for your packed file and use
>encoded strings as files names to know wich file to get from your pack, ie :
>cow.osg|mypack.pack
>With such a file name, your plugin will know that it needs the pack
>"mypack.pack", and that it needs to load the cow.osg file from it. This way
>you can even pass to the OSG plugin a custom std::stream which can read into
>your pack system.
>
>Hopes this helps !
>Cheers,

>On Mon, Aug 11, 2008 at 3:20 PM, Botorabi <[EMAIL PROTECTED]> wrote:

> i am searching for a way which allows having all necessary data files
> packed into a single file -- such as pak files of typical games -- and let
> osg read the image and scene files from that pack file. there is physfs
> which can provide a virtual files system given it a compressed archive file,
> e.g. a zip file.
>
> however, i could not see a central place in osgDB for placing an
> appropriate hook, in order to avoid plugins taking a file name and using std
> streams on their own for accessing the files.
>
> it would be great to set a sort of callback object for accessing the
> content of files and osg would take from that callback object either a data
> buffer for processing or a std stream.
>
> what do you think about this idea?
>
>
> cheers
> boto
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[osg-users] please give your opinion on "plugins reading from a virtual file system"

2008-08-11 Thread Botorabi
i am searching for a way which allows having all necessary data files packed 
into a single file -- such as pak files of typical games -- and let osg read 
the image and scene files from that pack file. there is physfs which can 
provide a virtual files system given it a compressed archive file, e.g. a zip 
file.

however, i could not see a central place in osgDB for placing an appropriate 
hook, in order to avoid plugins taking a file name and using std streams on 
their own for accessing the files.

it would be great to set a sort of callback object for accessing the content of 
files and osg would take from that callback object either a data buffer for 
processing or a std stream.

what do you think about this idea?


cheers
boto

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[osg-users] binding a shader uniform to a matrix transform node

2008-07-16 Thread Botorabi
i have further looked for a solution getting the vegetation meshes reusable 
(the geodes including the stateset). but i found no way to bind the uniform in 
a way that the meshes keep reusable in the scenegraph. making the meshes 
reusable saves up much performance (there can be up to 500 meshes in the scene 
which stem from about 40 unique meshes).

robert: do you have any idea how to manage that? it would help us much creating 
bigger islands for vrc.

if it helps, i can provide osg files in order to better understand the problem.

thanks for any help
boto
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[osg-users] binding a shader uniform to a matrix transform node

2008-07-15 Thread Botorabi
hi,

i am trying to setup a couple of meshes which should share the same geodes 
(vegetation meshes). the only difference between the meshes of same type is the 
transformation and a height bias which is used by a vertex shader program.

the height bias is defined as an uniform in the vertex program. i cannot set 
the uniform in the geometry's state set as the height bias must be set for 
every mesh individually. so i tried to set the uniform in the matrix transform 
nodes which contains the geodes. however it seems that the value of the uniform 
does not arrive with right value in the vertex shader. if the uniform is set in 
geodes' stateset the value is ok, though.

now my question: may i try another approach? is something wrong with setting an 
uniform ina matrix transform node?

thanks for any help
boto


p.s.: here is a snippet of the osg file:


  MatrixTransform {
DataVariance STATIC
name "Plane3505"
nodeMask 0x5
cullingActive TRUE
StateSet {
  rendering_hint DEFAULT_BIN
  renderBinMode INHERIT
  Uniform {
name "heightbias"
type float 1 FloatArray 1
{
  62.8316 
}
  }
}
referenceFrame RELATIVE
Matrix {
  0.5 0 0 0
  0 0.5 0 0
  0 0 0.5 0
  -0.0344534 0.0439845 -0.674881 1
}
num_children 1
Geode {
  UniqueID Geode_12
  DataVariance STATIC
  nodeMask 0x5
  cullingActive TRUE
  num_drawables 1
  Geometry {


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[osg-users] dynamic shadows

2008-01-09 Thread Botorabi
hi,

currently we use the classic shadow mapping technique in our work for shadowing 
an outdoor scene (see VRC at http://yag2002.sf.net).

as the shadow quality is not that good, we try to use a better approach, such 
as parallel split shadow mapping which is integrated into osg in the meantime.

what i would like to know is:

1. are any suggestions/considerations for shadowing our outdoor scene in 
general? is parallel split shadow mapping a good way to do that? reading papers 
which pray for their techniques can sometimes be misleading :-)

2. is someone willing to help us with integrating the shadow mapping 
implementation in osg into our project?


cheers
boto
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