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
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
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
-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
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
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
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
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
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
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:
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
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
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
,
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
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
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
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
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,
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
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
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:
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
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
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
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
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
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);
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
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
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,
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
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
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
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
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
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
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)
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
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
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
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
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
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,
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
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:
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
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,
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
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
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:
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
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
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
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
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
?
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
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
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
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)
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
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
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
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
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
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
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
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
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
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
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.
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
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,
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
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
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:
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,
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?) :-)
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
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,
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
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
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
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,
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
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
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
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
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
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
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
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
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.
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
${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
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
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
\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
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.
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
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?...
1 - 100 of 154 matches
Mail list logo