Re: [osg-users] Intercepting Windows messages

2015-11-12 Thread Farshid Lashkari
Hi Anders, You can create a separate "message-only" window to receive windows messages from the SpaceMouse. See the following MSDN page: https://msdn.microsoft.com/en-us/library/windows/desktop/ms632599(v=vs.85).aspx#message_only I've integrated the 3DConnexion SpaceNavigator into our

Re: [osg-users] issue about getting the material properties from the current state in rendering info

2015-06-23 Thread Farshid Lashkari
Hi Gianluca, Have you tried using getLastAppliedAttribute on the osg::State object? const osg::Material* mat = dynamic_castconst osg::Material*(state.getLastAppliedAttribute(osg::StateAttribute::MATERIAL)); if(mat) { // do something with material } I've used this method to access attributes

Re: [osg-users] Regarding Converting 3ds Max file in OSG format

2015-06-22 Thread Farshid Lashkari
Hi, Once you have installed the exporter, you should see a OpenSceneGraph Exporter option in the 3ds max export dialog. What version of 3ds max do you have installed? Cheers, Farshid On Mon, Jun 22, 2015 at 12:02 AM, HITESH Singhal ug201211...@iitj.ac.in wrote: Hi, I have a 3d model in 3ds

Re: [osg-users] Regarding Converting 3ds Max file in OSG format

2015-06-22 Thread Farshid Lashkari
-8386837430 On Mon, Jun 22, 2015 at 10:49 PM, Farshid Lashkari fla...@gmail.com wrote: Hi, Once you have installed the exporter, you should see a OpenSceneGraph Exporter option in the 3ds max export dialog. What version of 3ds max do you have installed? Cheers, Farshid On Mon, Jun 22

Re: [osg-users] How to use more than 4 texture units?

2015-06-17 Thread Farshid Lashkari
Hi Jannik, I suspect your driver only supports 4 texture units using the fixed function. Check the GL_MAX_TEXTURE_UNITS value to verify: GLint units; glGetIntegerv(GL_MAX_TEXTURE_UNITS, units); My GeForce GTX 760 only supports 4 fixed function texture units, but up to 32 units using the shader

Re: [osg-users] Global draw callback

2015-05-26 Thread Farshid Lashkari
cost of it. Robert. On 26 May 2015 at 18:24, Farshid Lashkari fla...@gmail.com wrote: Hi Robert, I've run into the situation multiple times where having a global draw callback would have been very convenient. It's mostly been for debugging scenarios, but I can also see other situations

[osg-users] Global draw callback

2015-05-26 Thread Farshid Lashkari
Hi Robert, I've run into the situation multiple times where having a global draw callback would have been very convenient. It's mostly been for debugging scenarios, but I can also see other situations where being able to globally augment draw calls would also be useful. What are your thoughts on

Re: [osg-users] Texture Mapping Meeting Point Shadow

2015-05-11 Thread Farshid Lashkari
Hi Erik, That looks like a texture wrap issue. Try setting your texture wrap mode to CLAMP_TO_EDGE: pTexture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); pTexture-setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); Cheers, Farshid On Mon, May 11, 2015 at 12:39 PM, Erik

Re: [osg-users] shipping custom file format plug-ins as part of an OSG application binary?

2015-03-11 Thread Farshid Lashkari
Hi Christian, Yes, this is possible. Once you have implemented your custom osgDB::ReaderWriter, you can use the osgDB::RegisterReaderWriterProxy to globally register the class. For example, if your custom class is named MyReaderWriter, just add the following in your source file: static

Re: [osg-users] Unresolved External on set/getUserValue

2015-03-10 Thread Farshid Lashkari
Hi João, It sounds like you need to include the ValueObject header: #include osg/ValueObject Cheers, Farshid On Tue, Mar 10, 2015 at 3:38 PM, João joao.henrique.pi...@hotmail.com wrote: Everything else is working fine, but when I try to use the set/getUserValue functions, this happens:

Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-02-16 Thread Farshid Lashkari
Hi Robert, The new shader composition feature seems really interesting. The code sample is easy to follow and at first glance it does appear to be simpler to work with than the previous osg::ShaderComposer implementation. However, as someone who has invested a lot of time and work into the older

Re: [osg-users] Half Side-by-side

2014-12-01 Thread Farshid Lashkari
Hi Francesco, For 3D TVs, the Side-by-Side and Top-Bottom modes will take the image on each half of the output, and stretch it to fill the entire display. Robert's advice of turning OFF the OSG_SPLIT_STEREO_AUTO_ADJUST_ASPECT_RATIO option should solve your problem. You want each eye to be

Re: [osg-users] OSG deployment on Windows

2014-09-24 Thread Farshid Lashkari
Hi Émeric, Placing the external libraries in OSG_ROOT\bin should work as long as the main executable is also in OSG_ROOT\bin. Windows should first search for DLLs in the same folder as the executable before searching in PATH. So there is no need to add your application to PATH, or worry about

Re: [osg-users] OSG deployment on Windows

2014-09-24 Thread Farshid Lashkari
, Émeric 2014-09-24 19:12 GMT+02:00 Farshid Lashkari fla...@gmail.com: Hi Émeric, Placing the external libraries in OSG_ROOT\bin should work as long as the main executable is also in OSG_ROOT\bin. Windows should first search for DLLs in the same folder as the executable before

Re: [osg-users] osgExp 3ds max transforms

2014-08-25 Thread Farshid Lashkari
Hi Jorge, Can you provide the code you are using to load the model and place it under the MatrixTransform? I don't know what could cause this issue other than the scene graph not being setup properly. Christian mentioned it could be caused by a parent with an absolute reference frame. The

Re: [osg-users] 3d control in scene (ignore scene depth test)

2014-08-15 Thread Farshid Lashkari
Hi Jason, Robert's suggestion is usually the most efficient and what I use in most cases. However, if the object itself needs depth testing enabled to render properly, then another technique is to use an osg::Camera node. Set its render order to POST_RENDER and its clear mask to

Re: [osg-users] [osgPlugins] Very confused about plugins

2014-07-16 Thread Farshid Lashkari
Hi Bram, First off, I feel your pain. Is osgdb_png.dll in your osgPlugins-XXX subfolder? If so, then the DLL might be dynamically linking to the libpng library, instead of statically linking. If this is the case, then you will need to place the libpng13.dll file in your application folder (next

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-05-13 Thread Farshid Lashkari
Hi Robert, I'm definitely in favor of this change. It will simplify a lot of code. Regarding the change to Node::ParentList, I think this will cause some breakage. I know I have a lot of code that assumes the elements of ParentList are group nodes and performs Group operations on them (addChild,

[osg-users] Cull callbacks and Geodes

2014-05-07 Thread Farshid Lashkari
Hi Robert, all, I have an application that will load a model from file and attach a custom cull callback to the node. I recently discovered that my cull callback does not work properly if the root node of the model is a Geode. When encountering a Geode, the CullVisitor will handle the cull

Re: [osg-users] Cull callbacks and Geodes

2014-05-07 Thread Farshid Lashkari
Hi Robert, On Wed, May 7, 2014 at 10:52 AM, Robert Osfield robert.osfi...@gmail.comwrote: Feel free to have bash implementing it, see what happens when you try to make the changes. Unfortunately I'm just too hazy on the whole issue to know of the potential issues that might need resolving

Re: [osg-users] Modify Alpha Test Value

2014-02-13 Thread Farshid Lashkari
Hi Steven, You can use the osg::AlphaFunc state attribute for changing the alpha test function and reference value. Just apply the attribute to the stateset of the subgraph you would like to modify. Cheers, Farshid On Thu, Feb 13, 2014 at 9:28 AM, Steven Powers stevenapow...@gmail.comwrote:

[osg-users] [ANN] OSG Max Exporter 1.2.0 released

2014-02-04 Thread Farshid Lashkari
Hello OSGers, OSG Max Exporter 1.2.0 has just been released. You can download the installer or source code from the downloads page (http://goo.gl/Gzq1Hy). This is mainly a bug fix release. To see the full list of changes, visit http://goo.gl/1Sdw3 The documentation for the exporter is available

Re: [osg-users] Saving a Named Group in Optimize

2014-02-04 Thread Farshid Lashkari
Hi Karl, Setting the data variance of a node to DYNAMIC should prevent the optimizer from removing it: group-setDataVariance(osg::Object::DYNAMIC); Cheers, Farshid On Tue, Feb 4, 2014 at 1:49 PM, Cary, Karl A. karl.a.c...@leidos.comwrote: Is there a way to save a named group from being

Re: [osg-users] Retrobooster trailer

2014-01-27 Thread Farshid Lashkari
Congratulations Terry, that looks amazing! On Mon, Jan 27, 2014 at 11:58 AM, Terry Welsh mogu...@gmail.com wrote: If you want to see some artsy OSG work, I got my new trailer done last week. http://youtu.be/z9a2SYQtWcE Terry Welsh http://www.reallyslick.com

Re: [osg-users] Using the OSG Max Exporter Plugin - Biped Animation

2013-12-17 Thread Farshid Lashkari
Hi Dominik, The max exporter does not currently support character animations. It's been requested a few times though. My schedule is mostly free this week, so I will spend some time looking into it. I don't have much experience with the osgAnimation library though. I'm hoping there is a

[osg-users] OSG logo, now in 3D!

2013-12-06 Thread Farshid Lashkari
I was surprised to find that there is no 3D version of the OpenSceneGraph logo, at least not in the osg-data repository. I think OSG has been around long enough to deserve a 3D logo, so I had one of our artists whip up something. Here are two versions of the logo as osgb files. One is normal and

Re: [osg-users] Reusing depth buffer for render targets

2013-11-14 Thread Farshid Lashkari
Hi Bram, The water camera is not clearing the depth buffer, which means it will be performing depth tests against the depth values from the world camera. Try setting the clear mask for the water camera to the following: waterCamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

Re: [osg-users] Reusing depth buffer for render targets

2013-11-14 Thread Farshid Lashkari
Hi Bram, Sorry, I misunderstood your question. The values in the depth buffer are normalized based on the near/far clip planes. If you are automatically computing the near/far planes, then they can end up being different for each camera, which causes the depth test for the water scene to be

Re: [osg-users] Reusing depth buffer for render targets

2013-11-14 Thread Farshid Lashkari
Support for 32-bit depth buffers is driver dependent. I believe some will fallback on 24-bit if 32-bit is not supported. On Thu, Nov 14, 2013 at 3:49 PM, Bram Vaessen bram.vaes...@gmail.comwrote: Thanks, that makes perfect sense. I didn't know it was normalized, so I just have to make sure

Re: [osg-users] [3rdparty] OSG EXPORTER for 3DS MAX - Y-up

2013-10-21 Thread Farshid Lashkari
Hi Tim, That exporter should behave correctly, meaning it should export the model in OSGs Z-up coordinate system. Which version were you previously using that exported as Y-up? Cheers, Farshid On Mon, Oct 21, 2013 at 7:31 AM, Tim Larson tlar...@hunter.com wrote: We are using Version 1.1.0,

Re: [osg-users] [3rdparty] OSG EXPORTER for 3DS MAX - Y-up

2013-10-18 Thread Farshid Lashkari
Hi Tim, Which version of the exporter are you using? Did you use one of the pre-built installers, and if so where did you download the installer? Cheers, Farshid On Fri, Oct 18, 2013 at 9:51 AM, Tim Larson tlar...@hunter.com wrote: I know this is an old thread, but I would like to ask the

[osg-users] Collada node name vs id

2013-10-10 Thread Farshid Lashkari
Hi all, I noticed that the Collada loader was modified a while back to assign the node name to the osg::Node, instead of the node ID. This seems like a good change overall, but we have existing customers/applications that depend on the previous use of the node ID. In order to support legacy

Re: [osg-users] Model Load Crash

2013-08-19 Thread Farshid Lashkari
Hi John, Do you know what version of OSG the model was created with? I've noticed that older versions of OSG will crash when attempting to load osgb files created with newer versions. I haven't pinpointed exactly which version caused this issue, but it happened when I upgraded from 72 to 93. I

Re: [osg-users] Cannot resize when rendering to FBO

2013-08-02 Thread Farshid Lashkari
Hi Terry, I use osg::Camera objects to render FBOs that are the same size as the window. When the window is resized, I clear the rendering cache of the camera and reset the texture size: texture-setTextureSize(w,h); texture-dirtyTextureObject(); camera-setRenderingCache(0); This has worked fine

Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-04 Thread Farshid Lashkari
Hi Robert, These changes sound good. I'm all for cleaning up the Geometry class. You mentioned implementing some sort of backwards compatibility for the serialization plugins. Does that mean existing osg files (osg, ive, osgb, etc...) that use indices will automatically fall back to the

Re: [osg-users] Incorrect zfar/znear when scene rendered under a PRE_RENDER camera

2013-06-03 Thread Farshid Lashkari
Hi Fred, OSG does compute the correct near/far values for pre-render cameras, assuming it is enabled for it. As you can tell, the main problem is getting access to the computed projection matrix. What I have done to get the computed near/far values from camera nodes is to attach a cull callback

Re: [osg-users] Saving a screenshot as a scaled up image

2013-06-03 Thread Farshid Lashkari
Hi Jonathan, You can get the context ID from the global osg::State object. You can also use the osg::State object to bind the texture as well. So to read the image for a texture, you could do the following: osg::State *state; // TODO: Get access to state object texture-apply(*state)

Re: [osg-users] Culling w/ RTT

2013-05-28 Thread Farshid Lashkari
Hi Jeremy, This sound very similar to an issue I've encountered before. Does your RTT Camera object use a RELATIVE or ABSOLUTE reference frame? Also, are you applying any ComputeBoundingSphereCallbacks to you scene or override the computeBound method of any nodes? Cheers, Farshid On Mon, May

Re: [osg-users] Culling w/ RTT

2013-05-28 Thread Farshid Lashkari
Moles cubic...@gmail.com wrote: On 05/28/2013 01:20 PM, Farshid Lashkari wrote: Hi Jeremy, This sound very similar to an issue I've encountered before. Does your RTT Camera object use a RELATIVE or ABSOLUTE reference frame? Also, are you applying any ComputeBoundingSphereCallbacks to you scene

Re: [osg-users] DatabasePager setTargetMaximumNumberOfPageLOD behavior

2013-05-21 Thread Farshid Lashkari
for working out which to expire then send it along to osg-submissions. The scheme has to be efficient as not to bog down the pager or update threads. Robert. On 21 May 2013 04:41, Farshid Lashkari fla...@gmail.com wrote: Hi, I'm hoping to get some clarification on how the DatabasePager

[osg-users] DatabasePager setTargetMaximumNumberOfPageLOD behavior

2013-05-20 Thread Farshid Lashkari
Hi, I'm hoping to get some clarification on how the DatabasePager::setTargetMaximumNumberOfPageLOD is supposed to work. I am setting this value to 3 in my application. I then use the following function to create and add PagedLODs the the scene: void AddPagedLOD() { osg::ref_ptrosg::PagedLOD

[osg-users] [ANN] OSGExp 1.1.0 released

2013-04-11 Thread Farshid Lashkari
Hello fellow 3ds Max users, OSGExp 1.1.0 has just been released. You can download the installer or source code from the downloads page (http://goo.gl/Q7KKD). This version supports the latest 3ds Max 2014 release. Please note, Autodesk has discontinued 3ds Max for 32-bit platforms starting with

Re: [osg-users] [osgPlugins] Bump map with 3DS Max

2013-04-02 Thread Farshid Lashkari
Hi Maia, That option simply controls whether the texture map is exported or not. The exporter does not generate any shaders to perform the normal mapping. It is left up to the user to apply a shader that properly renders the material within their environment. Cheers, Farshid On Mon, Apr 1,

Re: [osg-users] [osgPPU] osgPPU and wireframe

2013-03-22 Thread Farshid Lashkari
Hi Daniel, You will need to apply an osg::PolygonMode attribute to the screenquad stateset with the mode set to osg::PolygonMode::FILL. I haven't used osgPPU, but I've used this when displaying fullscreen quads with rendered textures and it worked fine. Cheers, Farshid On Fri, Mar 22, 2013 at

Re: [osg-users] Quad buffered on Windows?

2013-03-01 Thread Farshid Lashkari
Hi Chris, In the Manage 3D settings section of the nVidia control panel, there should be an option labeled Stereo - Enable. It defaults to OFF. Have the customer make sure that setting is set to ON. Cheers, Farshid On Fri, Mar 1, 2013 at 9:44 AM, Chris Hanson xe...@alphapixel.com wrote:

Re: [osg-users] [osgPlugins] 3DS max to osg problem

2012-12-07 Thread Farshid Lashkari
Hi Maia, Are you using the latest version of the max exporter plugin? This sounds similar to an issue where texture colors would export incorrectly when gamma correction was enabled in max. The latest version of the exporter should have resolved this, but maybe it's not fully resolved. Can you

Re: [osg-users] [osgPlugins] 3DS max to osg problem

2012-12-07 Thread Farshid Lashkari
Hi Maia, Are you using 3ds Max Design? There was a fix to the install script since the last release that allowed detection for certain 3ds Max Design installations. The installer on the sourceforge page has not been rebuilt since then. I will try to make a new release soon though. Cheers,

Re: [osg-users] [osgPlugins] 3DS max to osg problem

2012-12-07 Thread Farshid Lashkari
veneree.randrianari...@crulrg.ulaval.ca wrote: No, I don't. I just have 3DS max. Farshid Lashkari wrote: Hi Maia, Are you using 3ds Max Design? There was a fix to the install script since the last release that allowed detection for certain 3ds Max Design installations. The installer on the sourceforge

Re: [osg-users] lighting not consistent across images in osgprerendercubemap

2012-11-07 Thread Farshid Lashkari
Hi Andrew, Try applying an osg::LightModel state attribute to your scene graph with setLocalViewer set to true. I use this to get consistent specular highlights across walls in our CAVE setups. Hope this helps. Cheers, Farshid On Wed, Nov 7, 2012 at 5:22 AM, Andrew Straw straw...@astraw.com

Re: [osg-users] FBX Files Textures

2012-10-12 Thread Farshid Lashkari
Hi Randall, On Fri, Oct 12, 2012 at 10:18 AM, Randall Hand randall.h...@gmail.comwrote: I wanted to ask here, is this a known issue when exporting from Maya? Before I tell him what's wrong, I wanted to know if there's something simple I could try or ask him to do that might resolve it. (eg:

Re: [osg-users] Backward compatibility with custom serializers

2012-10-05 Thread Farshid Lashkari
Hi Wang, On Fri, Oct 5, 2012 at 10:19 AM, Wang Rui wangra...@gmail.com wrote: Oh, this seems to be already discussed in another thread. I was thinking of implementing a user version macro at that time but then I was a little too busy to worked on it. I will consider adding a new

[osg-users] Backward compatibility with custom serializers

2012-10-03 Thread Farshid Lashkari
Hi, I recently added serialization support for a custom osg::Object derived class in my application. I saved the object to a osgt and osgb file and attempted to load it into an older version of my application, which didn't have serialization support for my custom object yet. Loading the osgt

Re: [osg-users] LineSegmentIntersector question...

2012-09-13 Thread Farshid Lashkari
Hi Shayne, On Thu, Sep 13, 2012 at 10:32 AM, Shayne Tueller shayne.tuel...@hill.af.mil wrote: I first tried LIMIT_ONE. Performance did improve over the NO_LIMIT case but I noticed that the number of intersections calculated were as high as 6 for some of the line segments. I would have

Re: [osg-users] LineSegmentIntersector question...

2012-09-13 Thread Farshid Lashkari
Hi Shayne, Is each LineSegmentIntersector instance getting more than one intersection result? Or is the total number of results among all intersectors more than 1? The limit is applied to each intersector instance, so the total number of results should max out at the number of intersectors being

Re: [osg-users] LineSegmentIntersector question...

2012-09-11 Thread Farshid Lashkari
Hi Shayne, The base osgUtil::Intersector class supports setting the limits on intersection results, using the setIntersectionLimit() method. The current options are NO_LIMIT, LIMIT_ONE_PER_DRAWABLE, LIMIT_ONE, LIMIT_NEAREST. On Tue, Sep 11, 2012 at 9:47 AM, Tueller, Shayne R Civ USAF AFMC 519

Re: [osg-users] LineSegmentIntersector question...

2012-09-11 Thread Farshid Lashkari
? Thanks, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Farshid Lashkari Sent: Tuesday, September 11, 2012 11:08 AM To: OpenSceneGraph Users Subject: Re: [osg-users] LineSegmentIntersector

Re: [osg-users] Check if a Drawable was culled or not

2012-09-11 Thread Farshid Lashkari
Hi Janna, From my understanding there is no built-in and simple way of accomplishing this, but it is possible. I have a similar feature working in my application that does the following: - I attach a custom cull callback to the drawable I am interested in. This cull callback simply records the

Re: [osg-users] Retrobooster - OSG-based game

2012-03-21 Thread Farshid Lashkari
Hi Terry, Wow, that is awesome! I really like the particle effects and lighting. Did you use osgParticle for that? Cheers, Farshid On Wed, Mar 21, 2012 at 10:50 AM, Terry Welsh mogu...@gmail.com wrote: At the risk of sounding like a shameless self-promoter, here's level playthrough video

Re: [osg-users] osgDB::Options osgviewer

2012-03-16 Thread Farshid Lashkari
Hi Paul, Have you tried the following: osgDB::Registry::instance()-setOptions(options); This should set the global default options. Cheers, Farshid On Fri, Mar 16, 2012 at 11:41 AM, Paul Leopard paul.leop...@gmail.comwrote: Is there any way to set the options for plugins (osgDB::Options)

Re: [osg-users] GL_STENCIL_TEST in draw implementation callback

2012-03-15 Thread Farshid Lashkari
Hi Doug, How exactly is this library drawing the video? Is it feeding the video data into a texture, and applying that texture onto a simple quad? If so, it seems like the best approach would be to use the osg::TexMat class to transform the texture coordinates of the quad to simulate a zooming in

Re: [osg-users] osgmaxexp problems

2012-01-26 Thread Farshid Lashkari
Hi Seppo, On Tue, Jan 24, 2012 at 12:37 AM, Seppo se...@kuutio.net wrote: I have compiled osgmaxexp svn rev 236 without problems, but when using that I get this error when running 3DS max 2012 (32bit version): DLL (OSGEXP.dle) failed to initialize. Error code 998 - Invalid access to

Re: [osg-users] Color in ShapeDrawable

2011-12-02 Thread Farshid Lashkari
Hi Jason, On Fri, Dec 2, 2011 at 11:30 AM, Jason Daly jd...@ist.ucf.edu wrote: I don't understand what you mean here. If you disable lighting, material colors are irrelevant. The ShapeDrawable's colors are the ONLY way to set the color. That's actually not the case with OSG. If you look

Re: [osg-users] OsgMaxExp (OSGExp for 3dsmax) patch for crash on mixmaps

2011-11-30 Thread Farshid Lashkari
Hi Laurens, I just committed your patch. Thanks a lot! Cheers, Farshid On Thu, Nov 17, 2011 at 4:34 AM, Laurens Voerman l.voer...@rug.nl wrote: Hi Farshid, I experienced a crash while exporting a file from max2012 (x64). I traced the problem to a mixmap having no texture on one of the

Re: [osg-users] Stereo and Render to Texture effects

2011-11-10 Thread Farshid Lashkari
Hi Kim, On Thu, Nov 10, 2011 at 6:21 AM, Kim Bale kcb...@googlemail.com wrote: Is there a way of reusing the FBOs so that I don't need to duplicate them all for each eye? I couldn't seem to find a way of doing that without the previous data being overwritten. Which stereo mode are you

Re: [osg-users] Switch node, and multiple views

2011-09-26 Thread Farshid Lashkari
Hi Lars, On Mon, Sep 26, 2011 at 11:58 AM, Lars Karlsson klars3...@yahoo.com wrote: Any ideas or pointers as of how to architect this in OSG? Thank you. I've accomplished the same thing you are trying to do by using cull callbacks on each node. It gives you much more flexibility than node

Re: [osg-users] I made the libRocket GUI library usable with OSG

2011-08-26 Thread Farshid Lashkari
Hi Martin, This sounds very interesting! I've always wanted to be able to create interfaces for my application using HTML/CSS. I'm definitely going to have a look at this. Thanks, Farshid On Thu, Aug 25, 2011 at 9:38 PM, Martin Scheffler osgfo...@tevs.eu wrote: Hi all, On a long train ride

Re: [osg-users] OSGExp, movie textures and OSG file formats

2011-06-29 Thread Farshid Lashkari
Hi Alessandro, to Farshid: when I exported to .ive or .osgb I checked 'Embed image data'...but the ive/osgb file size doesn't looks correct (I used a 16MB video and the size of the ive/osgb was something like 300KB). As other have already mentioned, I don't think the ive/osgb formats support

Re: [osg-users] Flat Shading

2011-06-29 Thread Farshid Lashkari
Hi Robert, I've been trying to figure out how to switch to flat shading but I can't quite figure out how. Could someone help me out? You can use the osg::ShadeModel state attribute to enable flat shading. Cheers, Farshid ___ osg-users mailing list

Re: [osg-users] Flat Shading

2011-06-29 Thread Farshid Lashkari
Hi Robert, Yes, but how do I use osg::ShadeModel? Do I get it from a viewer or camra? Do I make it my self and then pass it off to something? You will need to create an instance of the osg::ShadeModel class and apply it to the stateset of the subgraph you want to enable flat shading on. For

Re: [osg-users] OSGExp specular

2011-06-28 Thread Farshid Lashkari
Hi, I just spent some time looking into this and I have to agree with Baker about removing the divide by 9.99. I created a simple model and exported to some popular formats (3DS, collada, vrml) and the specular color in those models is a factor of 10 greater than the value in the osg file.

Re: [osg-users] OSGExp, movie textures and OSG file formats

2011-06-28 Thread Farshid Lashkari
Hi Alessandro, When exporting to ive/osgb, did you uncheck the Embed image data option? I've never actually tried exporting a model with movie textures before, so there could very well be bugs with this workflow. I'll look into this soon and let you know if I find any issues. Cheers, Farshid

Re: [osg-users] OSGExp specular

2011-06-24 Thread Farshid Lashkari
Hi Jean-Sébastien, Sorry, I've been busy lately. Should I still look into this or does the existing behavior make sense now? Cheers, Farshid On Tue, Jun 21, 2011 at 7:31 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Sergey, osgExp expects specular in range 0...1000,

Re: [osg-users] OSGExp specular

2011-06-16 Thread Farshid Lashkari
Hi Jean-Sebastien, Looking at the code, I think the mistake is that the OSG material's specular color gets set to the Max material's specular color multiplied by shinstr / 9.99f. shinstr seems to be Specular Level, which will be between 0 and 1 (mapping to 0 - 100 in Max). So my value of 64 is

Re: [osg-users] OSGExp custom preview

2011-06-16 Thread Farshid Lashkari
Hi Jean-Sebastien, I would like to be able to use a custom command to preview what is being / has been exported by OSGExp. The toolbar contains an Export and Preview button, but would it be possible to specify a custom command in the options? That way I could preview objects in a lite version

Re: [osg-users] NVidia 275-series Driver Bug

2011-06-16 Thread Farshid Lashkari
It's not just you. I tested on a Quadro 4000, driver 275.36, Windows 7 64-bit and it does not work for me either. I also tried on a GeForce 8800, driver 270.61, Windows XP and it worked correctly. Cheers, Farshid On Thu, Jun 16, 2011 at 11:08 AM, Jeremy Moles jer...@emperorlinux.comwrote:

Re: [osg-users] NVidia 275-series Driver Bug

2011-06-16 Thread Farshid Lashkari
On Thu, Jun 16, 2011 at 11:26 AM, Tomlinson, Gordon gtomlin...@overwatch.textron.com wrote: A mentioned before the 275 official releases are very broken and should be avoided at all costs Not quite sure why NVIDIA released them , as they should have failed the QA process easily Thanks,

Re: [osg-users] OSGExp custom preview

2011-06-16 Thread Farshid Lashkari
Hi Jean-Sébastien Guay, On Thu, Jun 16, 2011 at 11:29 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Agreed, though I was hoping to do it in the plugin mainly because I'm infinitely more familiar with C++ than with MaxScript (anything divided by 0 gives infinity right?) :-)

Re: [osg-users] Meta-data in core OSG - project started

2011-05-31 Thread Farshid Lashkari
Hi Robert, This is great! Being able to store meta-data in any osg::Object derived class has been something we've wanted for a while now. Regarding serialization, will your changes break loading of older models that contained node descriptions? This is a big concern for us because we have

Re: [osg-users] OSGExp and Max 2012

2011-05-27 Thread Farshid Lashkari
Hi Jean-Sébastien, On Fri, May 27, 2011 at 6:56 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: and I had Max 2011 before and it was working fine, so I'm not sure where this problem comes from. Has anything changed recently that could affect this? It compiles fine for me,

Re: [osg-users] OSGExp and Max 2012

2011-05-27 Thread Farshid Lashkari
Also, as a quick fix, can you try declaring the SetReference method of OSGHelper in a protected namespace? On Fri, May 27, 2011 at 6:56 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: and I had Max 2011 before and it was working fine, so I'm not sure where this problem comes

Re: [osg-users] OSGExp and Max 2012

2011-05-27 Thread Farshid Lashkari
Hi Jean-Sébastien, On Fri, May 27, 2011 at 9:43 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Actually, since it's never called by anyone, I just commented it out. It compiles and exports correctly. Just another data point for you, but is that method useful at all? It

Re: [osg-users] OSGExp and Max 2012

2011-05-27 Thread Farshid Lashkari
Hi Jean-Sébastien, I'm compiling on VC9 x64 for Max 2012 x64 running on Windows 7 x64. :-) That's also my setup. Strange. So, what do you suggest? Can you post the contents of the buildnumber.h max header file? Also, try building using the solution files in the VisualStudio folder. Maybe

Re: [osg-users] OSGExp and Max 2012

2011-05-27 Thread Farshid Lashkari
Hi Jean-Sébastien, Yes, that helped find out what was amiss. The CMake build setup was missing a define _USRDLL. With this defined (and the SetReference() method uncommented) it builds and runs fine. The modified file is attached. I added the define before adding the src subdirectory,

Re: [osg-users] Unicode text with osg

2011-05-26 Thread Farshid Lashkari
Hi Eric On Thu, May 26, 2011 at 7:07 AM, Eric Sokolowsky esok@gmail.com wrote: Is it possible to use international text (probably unicode) with osgText? I just get garbled characters when I use my application which uses osgText for the text. When using vi or other text editors I can see

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

2011-05-26 Thread Farshid Lashkari
Hi Jean-Sébastien, On Thu, May 26, 2011 at 6:31 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: I tried this, and I notice it's an extra line in the material description string. I'm wondering why you didn't just put the extra attributes at the end of the Map ... line for the

Re: [osg-users] Winding up to OpenSceneGraph-3.0 release

2011-05-26 Thread Farshid Lashkari
Hi Robert, On Thu, May 26, 2011 at 3:15 AM, Robert Osfield robert.osfi...@gmail.comwrote: New freatures will need to be low risk to be included, and as we move closer to the end of Phase 1 I'll steadily raise the bar for merging new features/feature refinements so that only really low

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

2011-05-25 Thread Farshid Lashkari
Hi Luca, On Thu, May 19, 2011 at 11:59 PM, Luca Vezzadini luca.vezzad...@gmail.comwrote: That would be perfect, so go ahead with that. I just added the support for normal map details in the description string. The format is the following: Normal unit amount method flip_red flip_green

Re: [osg-users] OSGExp patch for texture clamp and mirror

2011-05-23 Thread Farshid Lashkari
a double dynamic_cast and fixes a memory leak. Laurens. On 5/20/2011 7:58 PM, Farshid Lashkari wrote: Hi Laurens, I just committed your patch, but with a small change to support texture caching. The texture cache now takes the wrap mode of the texture into account, so it should be able

Re: [osg-users] OSG image representation in memory

2011-05-23 Thread Farshid Lashkari
Hi Eric, On Mon, May 23, 2011 at 11:46 AM, Eric Sokolowsky esok@gmail.comwrote: How are OSG images stored in memory, top row first or bottom row first (in memory order)? Thanks. Every image loader I have used places the bottom row first. Cheers, Farshid

Re: [osg-users] OSGExp patch for texture clamp and mirror

2011-05-20 Thread Farshid Lashkari
Thanks Laurens. I have a concern though. Your change to createTexture2D breaks the texture caching feature. I believe I understand why you made that change, since the texture wrap modes might be different per texture instance. Maybe a better approach would be to only create a new texture instance

Re: [osg-users] OSGExp patch for texture clamp and mirror

2011-05-20 Thread Farshid Lashkari
the changes and let me know if it work with your models? Cheers, Farshid On Fri, May 20, 2011 at 10:17 AM, Farshid Lashkari fla...@gmail.com wrote: Thanks Laurens. I have a concern though. Your change to createTexture2D breaks the texture caching feature. I believe I understand why you made

Re: [osg-users] OSGExp: CMake build

2011-05-19 Thread Farshid Lashkari
Thank you Laurens. On Thu, May 19, 2011 at 7:58 AM, Laurens Voerman l.voer...@rug.nl wrote: Hi Farshid, attached are updated CMakelist.txt files for Helpers OsgExp A fix for missing header files and an update with the added files (svn rev 199) Regards, Laurens.

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

2011-05-19 Thread Farshid Lashkari
Hi Luca, On Thu, May 19, 2011 at 12:59 AM, Luca Vezzadini luca.vezzad...@gmail.comwrote: I gave it a try, the description lines are there. I just see a minor issue: you did not add the MaterialData.{h,cpp} to Cmake. About the results, looks like what is there is fine! I'll do more testing in

Re: [osg-users] OSGExp: CMake build

2011-05-19 Thread Farshid Lashkari
${HEADER_PATH}/MaterialData.cpp is wrong, should refer to the .h Regards, Laurens. On 5/19/2011 5:44 PM, Farshid Lashkari wrote: Thank you Laurens. On Thu, May 19, 2011 at 7:58 AM, Laurens Voerman l.voer...@rug.nl mailto:l.voer...@rug.nl wrote: Hi Farshid, attached are updated

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

2011-05-18 Thread Farshid Lashkari
Hi Luca, On Wed, May 18, 2011 at 3:24 AM, Luca Vezzadini luca.vezzad...@gmail.comwrote: About where to place the descriptions and the syntax for them, let's keep in mind that each description is treated as a separate string, so I'd say each one must bring all the info it needs. Which now

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

2011-05-18 Thread Farshid Lashkari
Hi Luca, On Wed, May 18, 2011 at 8:02 AM, Luca Vezzadini luca.vezzad...@gmail.comwrote: I'm suggesting that we have one line per each map; so if you have 5 materials each with 3 maps you'll see 15 description lines in total. And each line should include the material ID it refers to so it's

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

2011-05-18 Thread Farshid Lashkari
\bball_normal.jpg Try it out and let me know if you encounter any issues. Cheers, Farshid On Wed, May 18, 2011 at 8:15 AM, Farshid Lashkari fla...@gmail.com wrote: Hi Luca, On Wed, May 18, 2011 at 8:02 AM, Luca Vezzadini luca.vezzad...@gmail.comwrote: I'm suggesting that we have one line per each

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

2011-05-18 Thread Farshid Lashkari
On Wed, May 18, 2011 at 1:06 PM, Luca Vezzadini luca.vezzad...@gmail.comwrote: Cool! I'll give it a try tomorrow (I'm in Europe, different time...). Just to be sure I've got it right, the fields after the keyword Map are, in order: map name, tx unit, blend amount (in [0,1] range), file name.

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

2011-05-17 Thread Farshid Lashkari
Hi Luca, On Tue, May 17, 2011 at 4:29 AM, Luca Vezzadini luca.vezzad...@gmail.comwrote: I've made a few tests with the current (trunk) version of the exporter and I'd say it doesn't handle the normal maps for now. In Max, to use a normal map you don't assign directly a bitmap to the bump

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

2011-05-17 Thread Farshid Lashkari
Hi Luca, On Tue, May 17, 2011 at 6:12 AM, Luca Vezzadini luca.vezzad...@gmail.comwrote: Mmm... StateSet does not derive from osg::Node so it does not have the DescriptionList member... So are you planning to extend the StateSet class, its serializer and so on? Or did I miss something?...

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