Re: [osg-users] [osgPlugins] Troubles with OSG 3.1.5 and ffmpeg 1.0.1

2013-05-13 Thread Luca Vezzadini
I think I've got it! Thanks to a note I've found in the ffmepg doc (the platform.html file), which says: Note that using import libraries created by dlltool requires the linker optimization option to be set to References: Keep Unreferenced Data (/OPT:NOREF), otherwise the resulting

Re: [osg-users] [osgPlugins] Troubles with OSG 3.1.5 and ffmpeg 1.0.1

2013-05-13 Thread Luca Vezzadini
As a side note, I've also tested it with FFMpeg v1.1.3 and it works fine. Luca -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54004#54004 ___ osg-users mailing list

[osg-users] [osgPlugins] Troubles with OSG 3.1.5 and ffmpeg 1.0.1

2013-05-06 Thread Luca Vezzadini
Hi, I've just compiled OSG 3.1.5, on Windows7; I'm using ffmpeg v1.0.1, downloaded from http://ffmpeg.zeranoe.com/builds/win32/shared/. When I run osgmovie on any movie file, I get an error dialog saying cannot find computeDataVariance@Object@osg in avformat-54.dll and then the plugin fails

Re: [osg-users] [osgPlugins] Troubles with OSG 3.1.5 and ffmpeg 1.0.1

2013-05-06 Thread Luca Vezzadini
I'm on VS2008. I'll try looking into the compiler settings. Weird, anyway, as before I was on OSG 3.1.0 with ffmpeg 0.8 and it worked fine. luca -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53936#53936

[osg-users] [osgPPU] delay in glow FX

2011-10-06 Thread Luca Vezzadini
Hi, I was trying to implement a glow effect and I was experiencing a bad delay between the glow image and the main one. Then I looked back at the osgppu_glow example and it looks like the same issue is also present there. To make it more visible I have modified the example code a bit (you have

Re: [osg-users] [osgPPU] Fix picture freeze for certain camera perspectives.

2011-10-03 Thread Luca Vezzadini
You're right, I've just tried a clean checkout from the trunk with OSG 3.0.1 and everything compiles files, including Alexander's fix. Thanks, Luca -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43161#43161

Re: [osg-users] [osgPPU] Fix picture freeze for certain camera perspectives.

2011-09-30 Thread Luca Vezzadini
Hi, Cool to see this fixed. Did you post this on the osgPPU trunk? I don't seem to see any recent change there... By the way, what version of OSG are you using to compile it? I just tried osgPPU 0.4.2 with OSG 3.0 and there seem to be a few changes to make to make it compile. Luca

[osg-users] bug in Viewer::setUpViewerAsEmbeddedInWindow?

2011-09-06 Thread Luca Vezzadini
Hi, While using the Viewer::setUpViewerAsEmbeddedInWindow() I saw a possible problem with it. If you setup your viewer that way, all GUI events seem to bring incorrect information about the window size. This is because that method does not call GUIEventAdapter::setWindowRectangle() while the

Re: [osg-users] Android Development Plans

2011-08-27 Thread Luca Vezzadini
Looking at the code I seem to understand that statistics use only the fixed pipeline. At least this is what I see in osgViewer\StatsHandler.cpp in setUpScene(). If that is true, then the first step is to change that behavior so to use shaders instead. About the precision declaration, that is

Re: [osg-users] Android Development Plans

2011-08-26 Thread Luca Vezzadini
Jorge Izquierdo Ciges wrote: Another issue is missing statistics, probably HUD shader is needed. No shaders - no hud. Hi, I see that the stats HUD does not work in GLES2 and I see this post a few months old. Did anything change in that area since then? If not, I will try to find a

Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-23 Thread Luca Vezzadini
Big news!!! I've been able to make the OSG example run on my Honeycomb device! Now, something is definitely screwed somewhere... here is what I did in order to make it run. - build for API platform 9 both OSG and the examples - build the example ONLY for armeabi, not armeabi-v7 - target Android

Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-22 Thread Luca Vezzadini
Hi Jorge, Actually I did already change that, so to compile for platform-10 even. But no success either. If you think that it might help to try explicitly with platform 9 I will. But I seriously doubt that it can help... Luca -- Read this topic online here:

Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-22 Thread Luca Vezzadini
I actually used 10 for both (OSG and the example). Luca -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42162#42162 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-22 Thread Luca Vezzadini
Searching on many forums it comes out that other people do have similar issues with that linker warning. Not sure if that is related to the execution errors that we have (see original post from Ricky) but there might be a relation. Somewhere it was mentioned that the _dso_handle thing is

Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-19 Thread Luca Vezzadini
Hi, Yes, I will run more tests on this next week, trying to figure it out. In the meantime, I noticed one warning when linking the JNI part of the GLES1 example (libosgNativeLib.so) for armeabi-v7a: Code: ld.exe: warning: type and size of dynamic symbol `__dso_handle' are not defined

Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-19 Thread Luca Vezzadini
I'm on NDK r6, the latest one. Luca -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42129#42129 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Write the Android example exclusively in C++

2011-08-19 Thread Luca Vezzadini
Hi, Did anybody do any further test in using purely native code with OSG? I've just made a simple thing: I've taken the native-activity example from the NDK (r6) and made sure it compiles and run fine. Then, changed a bit the Application/Android mk files to make sure they have the proper paths,

Re: [osg-users] Write the Android example exclusively in C++

2011-08-19 Thread Luca Vezzadini
Stopid me... the file had a .c extension so the compiler was not trying to treat it as C++ code... Renamed it to main.cpp and now works fine :) Sorry... Luca -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42131#42131

Re: [osg-users] OSG for Android

2011-08-18 Thread Luca Vezzadini
Hi Jorge, So, that means that I am doing thing in the correct order. After some more test I found out the problem: it's something in Cygwin. If I use relative paths instead of absolute ones everything works fine. No idea why and I don't want to investigate further, but at least now I know it's

Re: [osg-users] OSG for Android

2011-08-17 Thread Luca Vezzadini
Jorge Izquierdo Ciges wrote: ... About the other things probably is just that you didn't do a make install to create a directory with all the includes etc Hi, I also have some issues with the example, basically the same as Riccardo. I did run the make install on my OSG build and it went OK

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

2011-05-20 Thread Luca Vezzadini
Farshid Lashkari wrote: Normal unit amount method Normal 2 1.0 Tangent [...] Does this sound reasonable to you? That would be perfect, so go ahead with that. Thanks, Luca -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39590#39590

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

2011-05-19 Thread Luca Vezzadini
Hi Farshid, 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 the next days, trying to use the definitions in my shaders as well, and let you

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

2011-05-18 Thread Luca Vezzadini
Hi Farshid, hi Jean-Sébastien, I'll let you choose the separator, even if I'd vote for tabs or vertical bars, not spaces. 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

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

2011-05-18 Thread Luca Vezzadini
Farshid Lashkari wrote: Regarding the format, are you suggesting that there should be a single description string that contains information for all the materials? Or each material should still be a separate description, but include the material name on each map entry line? I'm suggesting

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

2011-05-18 Thread Luca Vezzadini
Farshid Lashkari wrote: # osgmaxexp material data Name Basketball Map Diffuse 0 1 imagesbball_diffuse.jpg Map Bump1 0.3 imagesbball_normal.jpg Cool! I'll give it a try tomorrow (I'm in Europe, different time...). Just to be sure I've got it right, the

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

2011-05-17 Thread Luca Vezzadini
Ciao, So, looks like we have a decision, cool! To summarize, if I've got it right, for every texture map in the material we will find a description string like the following (assuming we use the | as a separator): Diffuse|Unit_0|c:\program files\whatever\file.png|80 where: - the first field is

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

2011-05-17 Thread Luca Vezzadini
vezza wrote: About bump, as far as I know Max allows you to create for that channel a map of type normal and therefore you should be able to distinguish between regular bump mapping and normal mapping. Actually Max allows even to specify what space to use for the normal map (tangent,

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

2011-05-17 Thread Luca Vezzadini
Farshid Lashkari wrote: The description would be added to the osg::StateSet object. Our use of the word material is referring to the Max material object. Mmm... StateSet does not derive from osg::Node so it does not have the DescriptionList member... So are you planning to extend the

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

2011-05-17 Thread Luca Vezzadini
Hi, I have no idea about the new metadata stuff. But if that doesn't work, wouldn't it be easier to just move the description stuff from Node to Object? The name is already in the Object class, having the description there too would make a lot of sense anyway. And I don't this this would be a

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

2011-05-16 Thread Luca Vezzadini
Hi, I'd like to share a few comments about the OSGExp for Max (I've recently sent them directly to Farshid, and also on the Delta3D forum, but it's probably better to share them here). I see a few limitations right now and the main ones are the following: - you can only export diffuse and light

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

2011-05-16 Thread Luca Vezzadini
Hi Farshid, Thanks for the reply; about the new version that can export all maps, that is surely great news, I'll have a look as soon as possible and get back with feedback.   Farshid Lashkari wrote: I have two ideas to help with this issue: 1) Add an option that will use fixed texture

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

2011-05-16 Thread Luca Vezzadini
Farshid Lashkari wrote: I'd like to avoid the first method, since it introduces a couple issues. As I mentioned in my last email, how would composite materials be handled? Should the assigned texture unit for each map type be customizable, and if so, how would the interface for assigning

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

2011-05-16 Thread Luca Vezzadini
Farshid Lashkari wrote: Should the assigned texture unit for each map type be customizable, and if so, how would the interface for assigning the texture units work? About the texture unit - map type mapping, is that something that you really need on a per-material basis or is it more of a

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

2011-05-16 Thread Luca Vezzadini
We could probably start off with the hardcoded version first, then later on add the customizable version. Baby steps... :) About the description syntax, I think the main decision is: is this a Max-specific feature or do we want it to be generic? Generic would be better of course but then we

[osg-users] animationPath from Blender?

2010-12-09 Thread Luca Vezzadini
Hi, We would need to create anim paths in Blender and export them, so to attach them to some objects (a camera, a moving truck, ...). While the Max exporter handles anim curves properly and exports animationPaths, it seems that this is not feasible in Blender. I've also checked out the latest

[osg-users] osgExp: problems with user properties?

2010-12-02 Thread Luca Vezzadini
Hi, I'm using the latest osgExp version and I see a problem in user properties. Try the following: - create a sphere - add some user properties to it - export it with default settings: everything should be fine - export it tagging the Flatten Static Transform on: the properties don't show up. I

Re: [osg-users] [osgPPU] HDR example: wrong average luminance?

2010-04-29 Thread Luca Vezzadini
art wrote: the syntax is exactly the same as on usual texture2D call. So texture2DLod(sampler, coordinate [,lod]). So in both shaders luminance_adapted and luminance_mipmap, just change the texture2D calls to texture2DLod where mipmap level is accessed. Hi Art, Just retried the

Re: [osg-users] [osgPPU] HDR example: wrong average luminance?

2010-04-28 Thread Luca Vezzadini
Hi, cool, I'll give it a try as soon as I can. Out of curiosity, can you post here the syntax of the call to texture2DLod you used? I'm on 0.4 for now and I'd like to test on it, later I'll switch to the trunk. Thanks! Luca -- Read this topic online here:

Re: [osg-users] [osgPPU] HDR example: wrong average luminance?

2010-04-25 Thread Luca Vezzadini
art wrote: Lucca, could you please try to change the texture2D () operations in the shaders which access last mipmap level (i.e. level 100) to an texture2DLod function. This might help. Hi Art, No luck... just tried it and it does not help. Actually the lod function does not produce

Re: [osg-users] [osgPPU] HDR example: wrong average luminance?

2010-04-23 Thread Luca Vezzadini
Hi all, I have been playing a bit with osgPPU, and I have a couple of questions/issues. Note that I am on the last stable reelase, that is 0.4, so I don't know if there are more recent changes in the trunk that might fix these things. The main problem I have is with the HDR example, which I

Re: [osg-users] [osgPPU] HDR example: wrong average luminance?

2010-04-23 Thread Luca Vezzadini
josselin wrote: Hi Luca, The way I found is : 1. compute the log10 values of the entire texture in a first shader 2. then perform the mipmap with: osgPPU::UnitInMipmapOut* sceneLuminance = new osgPPU::UnitInMipmapOut(); sceneLuminance-setName(ComputeSceneLuminance); {