Re: [osg-users] [osgPlugins] FBX: skinned mesh messed up

2011-08-15 Thread Michael Platings
Hi Alessandro, thanks for the example. osgAnimation only allows one skeleton per RigGeometry, and the FBX importer assumes that no more than one skeleton will be attached to a mesh, hence the messed up results. Can you explain why multiple skeletons are attached? If the importer merged the

Re: [osg-users] Fixes FBX plugin warnings

2011-06-21 Thread Michael Platings
Hi Robert, thanks for the warning list. I believe I've now fixed them but please let me know if any remain. On 16 June 2011 19:48, Robert Osfield robert.osfi...@gmail.com wrote: Hi FBX users/developers, I have been doing a warnings purge of the OSG in prep for the OSG-3.0 branch to be made

Re: [osg-users] Fixes FBX plugin warnings

2011-06-21 Thread Michael Platings
Did the warnings highlight any bugs? The warnings about unhandled enumerators weren't bugs so I just put in some empty default: statements, but the warning about comparing different types of enums looked like a genuine bug. ___ osg-users mailing list

Re: [osg-users] [osgPlugins] OSG 2.9.12 fbx 2011.3.1 static compile issue

2011-06-10 Thread Michael Platings
I think you misunderstood that other thread, you don't need to copy any DLL files. The latest FBX SDK (2012.1) makes everything much simpler so I recommend you install that and get the latest OpenSceneGraph and hopefully this hassle will be avoided On 9 June 2011 15:55, Julius Tiemann

Re: [osg-users] [osgPlugins] Error compiling fbx plugin

2011-05-10 Thread Michael Platings
Looks like you're using 2010.*0*.2, not 2010.2 On 9 May 2011 14:23, Andrea Martini martini.and...@gmail.com wrote: Hi Michael, i have installed fbx sdk 2010.2 and i'm using openscenegraph 2.8.4 But, unfortunally, i have the same error during compile time :

Re: [osg-users] [osgPlugins] Error compiling fbx plugin

2011-05-09 Thread Michael Platings
I've now updated http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Pluginsto give the definitive answer on this. In summary: OpenSceneGraph 2.8.x - FBX 2010.2 OpenSceneGraph 2.9.x - Whatever FBX version it tells you in ReaderWriterFBX.h, latest is 2012.1 On 5 May 2011 01:24, tim

Re: [osg-users] FindFBX.cmake broken on WIn32/Cmake 2.6?

2011-05-04 Thread Michael Platings
If I read that file correctly, for x64 builds it would execute both SET(FBX_LIBDIR ${FBX_LIBDIR}/x86) as well as SET(FBX_LIBDIR ${FBX_LIBDIR}/x64) which would be incorrect. The attached file gives the correct behaviour without the nested parentheses. -Michael On 4 May 2011 09:29,

Re: [osg-users] New FBX SDK

2011-04-27 Thread Michael Platings
The attached FindFBX.cmake should now find the Linux paths as well, however I'm unable to test it. On 26 April 2011 09:26, Michael Platings mplati...@gmail.com wrote: Thanks Alessandro, now we only need the file locations for Linux :) On 22 April 2011 15:41, Alessandro Terenzi a.tere

Re: [osg-users] [osgPlugins] Error compiling fbx plugin

2011-04-26 Thread Michael Platings
Maybe, do you mean i have to use the 2010.0.2 sdk version? (static or dynamic) No, I mean I do not know which SDK version will work with OpenSceneGraph 2.8.3. You have demonstrated that it is neither 2011.3.1 nor 2010.0.2 so it could be either: a) 2010.2, or b) 2011.2 However, if you can use

Re: [osg-users] [osgPlugins] Error compiling fbx plugin

2011-04-21 Thread Michael Platings
Hi Andrea, it looks like you'll have to use an earlier SDK version but unfortunately I don't know which one. The earliest version used was 2010 so it could be 2010.0.2 or later. If you could let us know which version works with the 2.8.3 code that would be useful. Thanks! On 21 April 2011 15:25,

Re: [osg-users] [osgPlugins] osg svn and fbx 2011.3 compile issue.

2011-03-30 Thread Michael Platings
It should work fine with the 2011.3.1 *static* libraries. Check your configuration, but if you still can't get it working please let me know the details of what errors you're getting. Cheers On 30 March 2011 19:05, Dario Minieri para...@cheapnet.it wrote: Hi, The fbx plugin for osg svn

Re: [osg-users] [osgPlugins] Michael Platings

2011-02-25 Thread Michael Platings
Did you install the *2010.2* FBX SDK? FBX_INCLUDE_DIR: C:\Program Files\Autodesk\FBX\FbxSdk\2010.2\include FBX_LIBRARY: C:\Program Files\Autodesk\FBX\FbxSdk\2010.2\lib\fbxsdk_md2005.lib FBX_LIBRARY_DEBUG: C:\Program Files\Autodesk\FBX\FbxSdk\2010.2\lib\fbxsdk_md2005d.lib

Re: [osg-users] [osgPlugins] Michael Platings

2011-02-25 Thread Michael Platings
CMake generated a Visual Studio sln for you. Build it. On 25 February 2011 14:55, Josue Hernandez osgfo...@tevs.eu wrote: yes, that is ready, oppressed in the cmake build, what's next? -- Read this topic online here:

Re: [osg-users] [osgPlugins] Michael Platings

2011-02-24 Thread Michael Platings
As you're using OpenSceneGraph 2.8.3 I think (but I'm not certain) you'll need the 2010.2 FBX SDK Once you've installed that, run CMake and select File/Delete Cache. Click Configure and the FBX_... properties should be filled in for you automatically. On 23 February 2011 18:09, Josue Hernandez

Re: [osg-users] FBX opacity map factor inverted?

2011-02-18 Thread Michael Platings
Hi Sukender, that does indeed look incorrect. opacityFactor was added by Alessandro so I've not tested it myself. GetTransparencyFactor() has already been used to determine the opacity of the material, so it shouldn't be used again. Alessandro's comment says in practice factor will always be zero

Re: [osg-users] [osgPlugins] Michael Platings

2011-02-18 Thread Michael Platings
Your English is adequate but your question is far too vague. Give me specific information about what you've done, how you've done it, what platform IDE you're doing it on, and what errors you're encountering and I'll probably be able to help. On 17 February 2011 22:28, Josue Hernandez

Re: [osg-users] [osgPlugins] Michael Platings

2011-02-18 Thread Michael Platings
First a quick English tip: when you begin a sentence with Look, it indicates that you are frustrated with the person you are talking to. This will usually get you a bad reaction but in this case I'll assume it's just a mistake in translation. Have you run CMake since installing the FBX SDK? Have

Re: [osg-users] [osgPlugins] Michael Platings

2011-02-18 Thread Michael Platings
Now we're getting somewhere :) I would ignore the instructions on that page. You will need to build OpenSceneGraph yourself, fortunately it's not nearly as difficult as that page would suggest. 1. Get the OpenSceneGraph source from

Re: [osg-users] [osgPlugins] Michael Platings

2011-02-18 Thread Michael Platings
Try reinstalling CMake, ensuring you set it up for Visual Studio 8 2005 CMAKE_C_COMPILER should automatically be set to cl On 18 February 2011 17:39, Josue Hernandez osgfo...@tevs.eu wrote: I got lost in the cmake. i set where is the set code and where the build the binaries with

Re: [osg-users] [osgPlugins] Michael Platings

2011-02-18 Thread Michael Platings
I'm using CMake 2.8.3 You can also try selecting File/Delete Cache from the CMake menu bar. Then when you next click Configure you should get a pop-up menu - in that menu choose Visual Studio 8 2005 from the drop down. On 18 February 2011 18:14, Josue Hernandez osgfo...@tevs.eu wrote: Does it

Re: [osg-users] [osgPlugins] Michael Platings

2011-02-18 Thread Michael Platings
i need mark the use default native compiler Yes in the part that says name / values, I get the following: cmake_backwards_compatibility = 2.4 cmake_install_prefix = c / programeFiles / OpenSceneGraph executable_output_path = void library_output_path = void Those are all correct. Do you

Re: [osg-users] Fwd: Controlling animations in FBX models

2011-02-17 Thread Michael Platings
anymore :( Any info would be much appreciated Tom On 16 February 2011 16:08, Michael Platings mplati...@gmail.com wrote: I dare say the fbx plugin creates some kind of custom callbacks that normal osg is unaware of. Not exactly, the callbacks in question are all part of osgAnimation

Re: [osg-users] [osgPlugins] Michael Platings

2011-02-17 Thread Michael Platings
Interesting subject line ;) It sounds like you're new to OpenSceneGraph, I recommend getting familiar with how it works by having a look at the documentation in http://www.openscenegraph.org/projects/osg/wiki/Support There's a brief summary of the FBX plugin at

Re: [osg-users] FBX plugin sets material diffuse color alpha to 0?

2011-02-17 Thread Michael Platings
Regarding your subject line (FBX plugin sets material diffuse color alpha to 0), the plugin sets the alpha to whatever was in your model. See FbxMaterialToOsgStateSet::convert. If you want to override the material in any model (FBX or otherwise), try

Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem

2011-02-02 Thread Michael Platings
You say building with Visual Studio 2008 skips the link error - do you mean that it works on VS2008, but doesn't work with another IDE? Are you trying to use Visual Studio 2010? Are you trying to use the 2011.3 FBX SDK, or the 2011.3*.1* SDK? In CMake what are the FBX libraries and directories?

Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem

2011-02-02 Thread Michael Platings
...@terra.es wrote: Michael Platings wrote: You say building with Visual Studio 2008 skips the link error - do you mean that it works on VS2008, but doesn't work with another IDE? Are you trying to use Visual Studio 2010? Are you trying to use the 2011.3 FBX SDK, or the 2011.3.1 SDK? In CMake what

Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem

2011-02-02 Thread Michael Platings
That could be the problem. Did you modify them manually? CMake shouldn't generate those automatically. Mine are: C:/Program Files/Autodesk/FBX/FbxSdk/2011.3.1/include C:/Program Files/Autodesk/FBX/FbxSdk/2011.3.1/lib/fbxsdk_md2008.lib C:/Program

Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem

2011-02-02 Thread Michael Platings
Did you download the dynamic FBX libraries? You need to install the *static*FBX libraries. On 2 February 2011 16:29, Aitor Ardanza aitoralt...@terra.es wrote: Hi, CMake can't find automaticaly FBX libs and dir. On C:\Program Files\Autodesk\FBX\FbxSdk\2011.3.1\lib I have only 7 folders:

Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem

2011-02-02 Thread Michael Platings
That's almost certainly the problem. I've updated the information in ReaderWriterFBX.h to make it clear that the static FBX libs are needed :) On 2 February 2011 16:57, Aitor Ardanza aitoralt...@terra.es wrote: Michael Platings wrote: Did you download the dynamic FBX libraries? You need

Re: [osg-users] FBX Plugin: animation speed not as expected...

2011-01-18 Thread Michael Platings
Hi Alessandro, I posted a fix a while back that may solve the issue you're referring to. If it works for you then maybe with more prodding Cedric might accept it ;) Here it is again, attached On 17 January 2011 15:43, Alessandro Terenzi a.tere...@gmail.com wrote: Hi, no one else is

Re: [osg-users] FBX Plugin: animation speed not as expected...

2011-01-18 Thread Michael Platings
? (it happen with the humanoid.fbx model available with the FBX SDK). Regards. Alessandro On Tue, Jan 18, 2011 at 11:12 AM, Michael Platings mplati...@gmail.comwrote: Hi Alessandro, I posted a fix a while back that may solve the issue you're referring to. If it works for you then maybe

[osg-users] PixelDataBufferObject functions incorrectly named

2010-12-16 Thread Michael Platings
Hi all, In PixelDataBufferObject::bindBufferInWriteMode() I was surprised to see glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB,...). According to the OpenGL spec Pack refers to *reading* pixels from the GPU into main memory. Is this a bug? The comment for the function explicitly says note:

Re: [osg-users] Uniform array naming problem

2010-12-13 Thread Michael Platings
How about just trimming off any invalid characters from the name returned by glGetActiveUniform? e.g. _extensions-glGetActiveUniform( _glProgramHandle, i, maxLen, 0, size, type, name ); for (GLsizei j = 0; j maxLen name[j]; ++j) { if (!isalnum(name[j]) name[j] != '_')

Re: [osg-users] Incremental Draw?

2010-11-19 Thread Michael Platings
Thanks J-S, I had the same idea myself but unfortunately OpenGL drivers don't take thread or process priority into account. I made a simple test app that just renders thousands of quads, ran two instances simultaneously, set the process priority of one to high, and the priority of the other to

[osg-users] Incremental Draw?

2010-11-18 Thread Michael Platings
Hi Robert, is there an equivalent of IncrementalCompileOperation for drawing a scene graph? My precise problem is as follows: In my application I have 2 scene graphs to be drawn concurrently - the primary scene graph must be drawn at a fixed frame rate of 60fps, the secondary scene graph can take

Re: [osg-users] Incremental Draw?

2010-11-18 Thread Michael Platings
a more elegant solution? Thanks for your help On 18 November 2010 17:33, Robert Osfield robert.osfi...@gmail.com wrote: Hi Michael, On Thu, Nov 18, 2010 at 5:08 PM, Michael Platings mplati...@gmail.com wrote: Hi Robert, is there an equivalent of IncrementalCompileOperation for drawing

Re: [osg-users] [osgPlugins] FBX plugin compile error in OSG 2.9.8 SVN

2010-08-09 Thread Michael Platings
Hi Dario, does it work if you move struct PolygonRef{...}; outside the function e.g. to line 650? -Michael (back from holidays!) On 27 July 2010 15:25, Dario Minieri para...@cheapnet.it wrote: Hi, I'm trying to compile OSG 2.9.9 from the SVN but I have some errors with fbx plugin during

Re: [osg-users] [osgPlugins] FBX Plugin convert LOD into OSG correctly?

2010-08-09 Thread Michael Platings
Hi Dario, no there isn't any LOD support. Of course you're free to add it ;) -Michael On 27 July 2010 16:13, Dario Minieri para...@cheapnet.it wrote: Hi, With my preliminary test the answer is no... Thank you! Cheers, Dario -- Read this topic online here:

Re: [osg-users] FBX reading of GL_POLYGON

2010-07-14 Thread Michael Platings
: Oh, right, sorry I didn't spot this. Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : I was referring to that by For quads I imagine it would be possible to write

Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-07 Thread Michael Platings
Hi Alessandro, I can't reproduce the problem so I don't know why you're seeing that, sorry. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] FBX reading of GL_POLYGON

2010-07-06 Thread Michael Platings
/ - Michael Platings mplati...@gmail.com a écrit : Waht you could do is leave all the triangles and quads in one PrimitiveSet (like it is already), but put each polygon with =5 vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the Tesselator on the Geometry which

Re: [osg-users] FBX reading of GL_POLYGON

2010-07-05 Thread Michael Platings
No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't render concave polygons correctly (in practice GL_POLYGON is the same as GL_TRIANGLE_FAN). Tesselation is possible via GLU but very slow so we need to be careful about how we use that. Most models I've come across have many

Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-05 Thread Michael Platings
Hi Alessandro, playback should work at normal speed without any special configuration. If you're still having issues please send me a sample file and I'll have a look. Thanks On 2 July 2010 17:24, Alessandro Terenzi a.tere...@gmail.com wrote: I'm having a problem about a simple model whose

Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-07-05 Thread Michael Platings
://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : The same issue as what? The FBX developers temporarily parted with their sanity for 2011.3 and switched from providing only static libraries to providing only dynamic libraries. After much protest from developers they've

Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-05 Thread Michael Platings
Oops missed that. Thanks, I'll be able to have a look in the next day or 2 On 5 July 2010 14:00, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.comwrote: Hi Michael, Hi Alessandro, playback should work at normal speed without any special configuration. If you're still having issues please

Re: [osg-users] FBX reading of GL_POLYGON

2010-07-05 Thread Michael Platings
you agree? The problem I have is that osgUtil::Tessellator is intended to operate on osg's structures. Any idea on how to make it work easily in the reader plugin? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com

Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-06-18 Thread Michael Platings
The same issue as what? The FBX developers temporarily parted with their sanity for 2011.3 and switched from providing only static libraries to providing only dynamic libraries. After much protest from developers they've agreed to release a new version soon with both dynamic static libs so I'll

Re: [osg-users] [osgPlugins] FBX texture export problem.

2010-06-11 Thread Michael Platings
Hi Dario, if the file appears correctly in FBX QuickTime Viewer but not in the latest version of OpenSceneGraph then please send the file over to me in a .zip with associated textures, and I'll take a look. On 10 June 2010 21:09, Dario Minieri para...@cheapnet.it wrote: Hi, anyone has any

Re: [osg-users] ffmpeg synchronisation

2010-06-11 Thread Michael Platings
in the plugin). Case 1 looks more problematic though. Tanguy *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Michael Platings *Sent:* 09 June 2010 3:31 PM *To:* OpenSceneGraph Users *Subject:* [osg-users] ffmpeg

Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...

2010-06-09 Thread Michael Platings
This was just a bug brought in with the 3D Studio Max texturing features. Now fixed :) On 8 June 2010 09:08, Alessandro Terenzi a.tere...@gmail.com wrote: I'm trying the FBX plugin with some models with more than one material applied to a single mesh. I created a box and assigned it a

Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...

2010-06-09 Thread Michael Platings
Hi Raymond, I'm not using 3D Studio but the plugin should read FBX files exported from any version of any application. The test I apply is this - if the official Autodesk FBX Quicktime Viewer can view an FBX file, OpenSceneGraph should be able to view it just as well or better. For the majority of

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-09 Thread Michael Platings
Thanks for your research Alessandro :) Vertex caches sound like just another way to store morph geometry. osgAnimation::MorphGeometry is just a series of 1 or more geometries (each one stored in a MorphTarget) so in theory it should be as simple as loading each bit of vertex cache geometry into a

[osg-users] ffmpeg synchronisation

2010-06-09 Thread Michael Platings
I've been playing around with the ffmpeg plugin and I've been very impressed with how capable it is. The only problem I have with it is that its playback speed is decoupled from the timing of the main scene. Does anyone know of an easy way to ensure that the time of the ffmpeg video is consistent

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Michael Platings
I'm not a Max user so I can't help you there. The only thing I can tell you is that the exported animation data will be entirely within the fbx file - pc2 or xml files won't be needed. NURBs - I haven't tested but in theory yes. The FBX SDK provides a function to triangulate NURBs which should

Re: [osg-users] Text (keyboard input) on viewer

2010-06-07 Thread Michael Platings
On 7 June 2010 16:02, Trajce (Nick) Nikolov nikolov.tra...@gmail.comwrote: But, the fashion nowdays is to use FBX I think for character animations Or COLLADA DAE if you prefer not to rely on a closed-source, poorly documented, slow, bug-ridden library for your file loading ;)

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Michael Platings
Thanks Alessandro, fixed :) On 7 June 2010 16:05, Alessandro Terenzi a.tere...@gmail.com wrote: Hi Michael, I tried to load a file with a single NURBS surface with Quicktime and it worked while it does not with osgviewer. I'm sending the file with this mail. Alessandro

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Michael Platings
be very welcome :) On 7 June 2010 16:25, Alessandro Terenzi a.tere...@gmail.com wrote: On Mon, Jun 7, 2010 at 4:57 PM, Michael Platings mplati...@gmail.comwrote: Anyway, given that I'm not an expert Max user, I think that pc2/xml files are the only means used by FBX files (created by Max) to refer

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Michael Platings
As well as KFbxNurb, there's also a KFbxNurbsSurface class. As far as I can tell they do exactly the same thing and I just had to add eNURBS_SURFACE to the list of things to triangulate. On 7 June 2010 17:46, Alessandro Terenzi a.tere...@gmail.com wrote: Great :) what was the problem?

Re: [osg-users] hierarchy animation in FBX problem

2010-06-04 Thread Michael Platings
I'm using all the latest code from SVN, details here: http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN osgAnimationViewer is broken at present so I'm using osgViewer, except I modified it to automatically play any animations it finds. On 4 June 2010 08:38, Eric Pouliquen

Re: [osg-users] hierarchy animation in FBX problem

2010-06-04 Thread Michael Platings
Is it possible you send me you osgviewer modified version to have all this animation pipeline working? Attached :) osgviewer.cpp Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] hierarchy animation in FBX problem

2010-06-04 Thread Michael Platings
object :) Cheers, Cedric On Fri, 2010-06-04 at 09:45 +0100, Michael Platings wrote: I'm using all the latest code from SVN, details here: http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN osgAnimationViewer is broken at present so I'm using osgViewer, except I modified

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-04 Thread Michael Platings
Hi Alessandro, it's already supported. On 4 June 2010 14:56, Alessandro Terenzi a.tere...@gmail.com wrote: I'd like to study the possibility to extend the FBX plugin in order to support vertex animation. In particular it could be very useful to have the possibility to import point cache

Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...

2010-06-03 Thread Michael Platings
Hi Alessandro, I've looked over the code and it all looks good sensible. Once you're 100% happy with it please submit it to osg-submissions and I'll go over it more carefully and give it some testing before checking into trunk. Cheers! ___ osg-users

Re: [osg-users] hierarchy animation in FBX problem

2010-06-03 Thread Michael Platings
Hi Eric, I'm using the 2011.2 FBX Quicktime Viewer and the 2011.2 OpenSceneGraph FBX plugin and both animate identically for me. I've attached an image sequence to show you what I see. If that's wrong then it may be a consequence of the problem described here:

Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...

2010-06-01 Thread Michael Platings
On 31 May 2010 11:26, Alessandro Terenzi a.tere...@gmail.com wrote: I'm am adding support for opacity, reflection and lighting maps to the FBX plugin...so far I've got good results and I'm going to post the new code as soon as I've reviewed and 'cleaned' it ;) by the way how and where should I

Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...

2010-06-01 Thread Michael Platings
PM, alessandro terenzi a.tere...@gmail.comwrote: Here's a model that makes osgviewer to crash. Actually I created also another model with morphing that instead works fine...I'm going to try other models as well and let you know. Thanks. Alessandro On Tue, Jun 1, 2010 at 10:56 AM, Michael

Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...

2010-06-01 Thread Michael Platings
would you have a look at them before submission? Sure, I'll have a look. One last note: I'm still experiencing problems regarding Y-up and Z-up options...it looks like that models are always oriented in the wrong way if viewed with osgviewer...any idea? Which way 'up' goes is a contentious

Re: [osg-users] Trying to render an ortogonal scene

2010-06-01 Thread Michael Platings
Thanks, I think you has not read the last post edit Edits only affect the forum, not the mailing list (that's how many of the old-timers read these messages) so you're correct, he probably wasn't able to see that part For that reason it would make sense to disable forum edits IMHO...

Re: [osg-users] Having trouble with basic texture mapping on a 3d object

2010-05-28 Thread Michael Platings
or have different textures in each texture unit as you were going to do. N don't put a texture in each texture unit. You should only be using multiple texture units if you need to combine the textures somehow e.g. in a shader that requires a diffuse texture with a bump map and normal map

Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...

2010-05-26 Thread Michael Platings
Hi Alessandro, at the moment only a single diffuse texture is supported but you're very welcome to add support for more :) The existing texture handling code is at fbxMaterialToOsgStateSet.cpp line 27 -Michael On 26 May 2010 16:35, Alessandro Terenzi a.tere...@gmail.com wrote: I've just

Re: [osg-users] vector of const ref_ptr

2010-05-19 Thread Michael Platings
Hi Gianni, what you're looking for is this: std::vectorosg::ref_ptrconst MyObject This means the pointer can change, but it can't be used to alter the object it points at. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] fbx writer texture support

2010-05-11 Thread Michael Platings
Hi Martins, the writer is still a work in progress so I suspect that feature hasn't yet been implemented. Talk to Sukender (http://sukender.free.fr/) to find out if it's on his to-do list, if not then your help will be appreciated ;) On 10 May 2010 18:29, Martins Innus min...@ccr.buffalo.edu

Re: [osg-users] [osgPlugins] Collada Animations Support

2010-05-05 Thread Michael Platings
We really do need to merge osganimationviewer into osgviewer :P On 5 May 2010 11:31, daniele argiolas arj...@gmail.com wrote: Ahhh!!! with osganimationviewer works!!! thank you very much! -- Read this topic online here:

Re: [osg-users] Render to (part of) texture

2010-05-05 Thread Michael Platings
Yes, I'd also use a viewport to render to a particular area. Also make sure you set the clip rectangle to be the same as the viewport otherwise operations like glClear will affect the whole texture. On 5 May 2010 11:48, Martin Aasen martin-ferstad.aa...@ffi.no wrote: Thanks Christian, I am

Re: [osg-users] [osgPlugins] Collada Animations Support

2010-05-04 Thread Michael Platings
Hi Daniele, I just got the latest code from trunk and opened astroBoy_walk.dae in osganimationviewer - he's walking fine for me. Are you sure you built everything correctly? Here's the how-to guide: http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada On 3 May 2010 15:38,

Re: [osg-users] FBX find cmake

2010-04-29 Thread Michael Platings
Hi Serge, yes I submitted a change for this on 14th April, hopefully Robert will get around to applying it soon :) On 29 April 2010 10:37, Serge Lages serge.la...@gmail.com wrote: Hi all, The latest version of the fbx plugin (from the SVN) builds with the 2011.2 version, but currently in the

Re: [osg-users] [osgPlugins] FBX conversion lost NULL nodes.

2010-04-28 Thread Michael Platings
Hi Dario, I've changed the FBX reader so it will keep redundant nodes (leaving it to the optimiser to remove the fluff) so that combined with J-S's recommendation should get things working the way you want. ___ osg-users mailing list

Re: [osg-users] [osgPlugins] FBX conversion lost NULL nodes.

2010-04-28 Thread Michael Platings
Just saw your last email - you'll need to get the latest FBX plugin code from the subversion trunk -Michael On 28 April 2010 15:04, Dario Minieri para...@cheapnet.it wrote: Hi, thanks for your reply. This sound like but unfortunatly don't works. I've exported the variable (export

Re: [osg-users] [osgPlugins] FBX conversion lost NULL nodes.

2010-04-28 Thread Michael Platings
Hi Dario, it just occurred to me that if you're using the 2.8.3 version then changing to the latest code will be a big pain for you. Instead, in your code go to the switch statement at line 417 of fbxRNode.cpp and delete the whole of the case statement for KFbxNodeAttribute::eUNIDENTIFIED

Re: [osg-users] Preferred Video Cards

2010-04-22 Thread Michael Platings
Nvidia tend to have the best OpenGL support. I've also heard ATI/AMD are pretty good these days but I haven't tested that for myself. On 22 April 2010 15:36, Reuben Rebullar reuben.rebul...@goodrich.comwrote: What are the ideal video cards to use for OSG? The application I am working on is

Re: [osg-users] [osgPlugins] FBX Plugin

2010-04-20 Thread Michael Platings
It would be sensible to merge osganimationviewer with osgviewer to avoid this confusion, if anyone has any time to do it? On 20 April 2010 09:22, Dario Minieri para...@cheapnet.it wrote: Oh nice, I havn't compiled examples :D This work fine Best regards bouffa wrote: Hi Dario, You

Re: [osg-users] Untriangulate Meshes...

2010-04-20 Thread Michael Platings
Hi Dario, no the FBX reader doesn't necessarily have to triangulate the mesh, I just wrote it that way (a) for simplicity and (b) because triangle lists are faster to render than separate polygons. Presumably you're viewing the model in wireframe - are the extra lines a major issue for your

Re: [osg-users] [osgPlugins] FBX Plugin

2010-04-20 Thread Michael Platings
Hi Gordon, as you're referring to your own application I'm guessing there's some confusion over which project I'm referring to - the executable project named Applications osgviewer, not the library osgViewer. Don't worry, I'm not suggesting anything that will force animations into anyone else's

Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-04-15 Thread Michael Platings
Will your modified CMake find file find the required version (2011.2) even if both 2010.2 and 2011.2 are installed? Yes on Windows, but on other platforms it will depend on the value of the FBX_DIR environment variable. ___ osg-users mailing list

Re: [osg-users] strange Matrix interface

2010-04-15 Thread Michael Platings
can somebody explain to me why in Matrixd/Matrixf there is a getRotate, setRotate, getTrans, setTrans, getScale ... but no setScale? is there a reason for this? You could argue that function should be added. However that could lead to people doing mat.setTrans(...) mat.setRotation(...)

Re: [osg-users] DAE reader - Handling of double precision

2010-04-15 Thread Michael Platings
domSourceReader doesn't need to create any array until getFloat/Vec2/Vec3/Vec4/MatrixArray is called. So I suggest adding an argument to each of those functions specifying a float or double hint, and at that point if the array hasn't already been created then create it with the appropriate

Re: [osg-users] strange Matrix interface

2010-04-15 Thread Michael Platings
m.inverse( m ); ? Don't use it like that as it'll cause an extra matrix copy (see line 614 of Matrix_implementation.cpp). Basically m1.invert(m2); is a more efficient way to express m1 = Matrix::inverse(m2); btw: i am not the only one struggling with the matrix interface, maybe it would be

Re: [osg-users] Trackball manipulator and screen distance with stereo

2010-04-15 Thread Michael Platings
I can't override the virtual function (I don't know why, but it doesn't work) :O. If you're using Visual C++ try using the override keywordhttp://msdn.microsoft.com/en-us/library/41w3sh1c.aspxto ensure you've got the correct function signature. ___

Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-04-14 Thread Michael Platings
McCorkle mc...@iastate.edu wrote: Hello Michael, On Apr 13, 2010, at 3:45 AM, Michael Platings wrote: The FBX plugin is written for version 2010.2 of the SDK. OK. That version is still available in the SDK Archives page on Autodesk's website. Right, I have been grabbing these but wanted

Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-04-14 Thread Michael Platings
Wouldn't there have been a way to keep it compatible with both? (#ifdefs or something) I would have if I could have without making the code nightmarishly complicated but the structure of how animations are presented by the SDK is very different now. Also, will the new sdk/plugin read

Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-04-13 Thread Michael Platings
The FBX plugin is written for version 2010.2 of the SDK. That version is still available in the SDK Archives page on Autodesk's website. I'll look into getting 2011.2 working, cheers. On 12 April 2010 20:03, Doug McCorkle mc...@iastate.edu wrote: Hello, Has anyone gotten the FBX plugin to

Re: [osg-users] Use namespace...

2010-04-13 Thread Michael Platings
Yes you can, however OSG uses simple names that will likely also be used in other projects (e.g. Array, Node, Group etc.) so it's quite likely you'll get name conflicts if you use another library which uses the same class names. I've had developers making similar complaints to me, so as a

Re: [osg-users] trouble in MSFBO

2010-03-23 Thread Michael Platings
Hi Kai, a screenshot would help us diagnose the problem. The black segments on the edges of you objects may be because your shader varyings aren't centroid. Read this article for an explanation: http://www.opengl.org/pipeline/article/vol003_6/ ___

Re: [osg-users] [osgPlugins] osgAnimation precision

2010-03-23 Thread Michael Platings
I see what you mean, yes all the update() and getValueAt() functions would have to be changed. I don't think this is too application specific to be worthy of attention though. Matrices can already be customised to use doubles or floats using OSG_USE_FLOAT_MATRIX, so I think it would be appropriate

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-19 Thread Michael Platings
On 18 March 2010 19:50, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: One possible stumbling point is that we already use boost in our software, so the Collada plugin would have to be built with the same version, but I guess it should work. No, you don't need to worry about

Re: [osg-users] [osgPlugins] Plugin Error

2010-03-19 Thread Michael Platings
Sounds like the jpeg plugin DLL can't be found - make sure it has been built, and it's in a place that's accessible to the application. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] FBX plugin sets material diffuse color alpha to 0?

2010-03-18 Thread Michael Platings
Hi J-S, I looked at the model you linked to and all the TransparencyFactor values are 1, which according to the documentation in kfbxsurfacelambert.h means totally transparent - the model has been incorrectly exported. The same thing happened with DAE - Google Sketchup used to export models with

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Michael Platings
How stable is the current Collada plugin in OSG? It should be very robust now. I've got it displaying all the test models from the https://collada.org/owl/ with the exception of the one that uses morphing (AKA vertex blending). Another issue is that some models assume that they will be rendered

Re: [osg-users] building collada plugin on windows

2010-03-09 Thread Michael Platings
On Windows with Visual Studio 2008 this is what I do prior to building OSG from CMake: 1. Get the COLLADA DOM from http://www.khronos.org/collada/ and extract it to C:\COLLADA 2. Add the environment variable COLLADA_DIR as C:\COLLADA 3. Open

Re: [osg-users] building collada plugin on windows

2010-03-09 Thread Michael Platings
Apologies, it's this one: http://sourceforge.net/projects/collada-dom/files/Collada%20DOM/Collada%20DOM%202.2/collada-dom-2.2.zip/download Despite being called 2.2 it creates version 2.1 DLLs :\ ___ osg-users mailing list

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