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
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
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
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
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 :
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
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,
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
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
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,
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
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
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:
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
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
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
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
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
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
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
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
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
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
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
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?
...@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
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
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:
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
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
? (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
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:
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] != '_')
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
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
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
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
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:
:
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
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
/
- 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
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
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
://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
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
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
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
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
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
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
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
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
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
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
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 ;)
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
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
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?
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
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
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
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
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
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:
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
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
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
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...
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
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
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
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
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:
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
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,
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
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
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
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
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
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
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
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
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
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(...)
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
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
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.
___
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
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
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
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
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/
___
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
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
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
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
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
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
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
1 - 100 of 131 matches
Mail list logo