Re: [osg-users] [osgPlugins] FBX: skinned mesh messed up
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 skeletons into one would that be OK? Apologies for the delayed response btw, I've switched jobs so I don't have much time to spend on this any more but I'll still try to help occasionally. Cheers -Michael On 17 July 2011 11:31, Alessandro Terenzi a.tere...@gmail.com wrote: Hi I finally managed to make a simple model that shows an issue I usually experience with skinned characters, ie the mesh is messed up when imported in OSG. I'm attaching a very simple FBX model: 1 mesh, 2 bones systems and a dummy object used to control one of the bones systems, no animations at all. I created the model in 3dsMax and noticed that the problem appears if there are 2 bones systems (4 bones) attached to the same mesh and one system is also linked to a dummy object (see the example I'm attaching) - if there is just one system (2 bones) and it is linked to a dummy then the problem does not appear. QuickTime displays the mesh correctly while osgviewer does not (OSG v3.0.0 - FBX 2012 and 2011). Please (Michael P. or anyone with expertise in osgAnimation) can you have a look at the model and let me know if I can provide more examples or help to solve the issue? Thanks. Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41412#41412 Attachments: http://forum.openscenegraph.org//files/osgviewer_2011_07_17_12_21_22_84_209.png http://forum.openscenegraph.org//files/test_284.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fixes FBX plugin warnings
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 tomorrow, and one area that is generating the bulk of the remaining warnings is the FBX plugin. These warnings might not be appearing on all platforms so I've included them below for others to review. I've fixed the warnings that I can do without knowing anything about the spefics of the FBX SDK, to fix the remaining warnings I really need those with some expertise in the FBX SDK to work out how best to resolve these warnings - some of the warnings look like they may well be highlighting potential bugs so I believe it'd be valuable to clean up before 3.0. Warnigns are: [ 95%] Building CXX object src/osgPlugins/fbx/CMakeFiles/osgdb_fbx.dir/fbxRAnimation.o [ 95%] Building CXX object src/osgPlugins/fbx/CMakeFiles/osgdb_fbx.dir/fbxRCamera.o [ 95%] Building CXX object src/osgPlugins/fbx/CMakeFiles/osgdb_fbx.dir/fbxRLight.o /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRLight.cpp: In member function ‘osgDB::ReaderWriter::ReadResult OsgFbxReader::readFbxLight(fbxsdk_2012_1::KFbxNode*, int)’: /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRLight.cpp:57:16: warning: enumeration value ‘eNONE’ not handled in switch [100%] Building CXX object src/osgPlugins/fbx/CMakeFiles/osgdb_fbx.dir/fbxRMesh.o /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp: In function ‘int getVertexIndex(const fbxsdk_2012_1::KFbxLayerElementTemplateT*, const fbxsdk_2012_1::KFbxMesh*, int, int, int) [with T = fbxsdk_2012_1::KFbxVector4]’: /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:556:81: instantiated from here /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:77:5: warning: enumeration value ‘eNONE’ not handled in switch /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:77:5: warning: enumeration value ‘eBY_EDGE’ not handled in switch /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:77:5: warning: enumeration value ‘eALL_SAME’ not handled in switch /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp: In function ‘bool layerElementValid(const fbxsdk_2012_1::KFbxLayerElementTemplateT*) [with T = fbxsdk_2012_1::KFbxVector4]’: /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:701:39: instantiated from here /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:60:5: warning: enumeration value ‘eINDEX’ not handled in switch /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp: In function ‘bool layerElementValid(const fbxsdk_2012_1::KFbxLayerElementTemplateT*) [with T = fbxsdk_2012_1::KFbxColor]’: /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:702:38: instantiated from here /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:60:5: warning: enumeration value ‘eINDEX’ not handled in switch /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp: In function ‘bool layerElementValid(const fbxsdk_2012_1::KFbxLayerElementTemplateT*) [with T = fbxsdk_2012_1::KFbxVector2]’: /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:704:43: instantiated from here /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:60:5: warning: enumeration value ‘eINDEX’ not handled in switch /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp: In function ‘int getPolygonIndex(const fbxsdk_2012_1::KFbxLayerElementTemplateT*, int) [with T = fbxsdk_2012_1::KFbxSurfaceMaterial*]’: /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:739:61: instantiated from here /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:104:9: warning: enumeration value ‘eINDEX’ not handled in switch /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp: In function ‘int getVertexIndex(const fbxsdk_2012_1::KFbxLayerElementTemplateT*, const fbxsdk_2012_1::KFbxMesh*, int, int, int) [with T = fbxsdk_2012_1::KFbxVector2]’: /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:122:68: instantiated from ‘FbxT getElement(const fbxsdk_2012_1::KFbxLayerElementTemplateT*, const fbxsdk_2012_1::KFbxMesh*, int, int, int) [with FbxT = fbxsdk_2012_1::KFbxVector2]’ /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:572:113: instantiated from here /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:77:5: warning: enumeration value ‘eNONE’ not handled in switch /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:77:5: warning: enumeration value ‘eBY_EDGE’ not handled in switch /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:77:5: warning: enumeration value ‘eALL_SAME’ not handled in switch /home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp: In function ‘int getVertexIndex(const fbxsdk_2012_1::KFbxLayerElementTemplateT*, const
Re: [osg-users] Fixes FBX plugin warnings
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 osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OSG 2.9.12 fbx 2011.3.1 static compile issue
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 julius.tiem...@img.fh-mainz.de wrote: Hi @ all, I'm trying to compile OSG 2.9.12 SVN with FBX 2011.3.1 static on Win7 x64 using Visual Studio 2010 Ultimate. FBX-Root: C:\Program Files\Autodesk\FBX\FbxSdk\2011.3.1 FBX-Include: C:\Program Files\Autodesk\FBX\FbxSdk\2011.3.1\include FBX-lib:C:\Program Files\Autodesk\FBX\FbxSdk\2011.3.1\lib\fbxsdk_20113_1.dll FBX-libd: C:\Program Files\Autodesk\FBX\FbxSdk\2011.3.1\lib\fbxsdk_20113_1d.dll I copied the .dll files from C:\Program Files\Autodesk\FBX\FbxSdk\2011.3.1\lib\vs2010 because of another thread (viewtopic.php?t=7691highlight=fbx+2011.3.1) to C:\Program Files\Autodesk\FBX\FbxSdk\2011.3.1\lib Everytime I try to compile, I get the following error: Code: error LNK1107: Ungültige oder beschädigte Datei: Lesen bei 0x2A8 nicht möglich. C:\Program Files\Autodesk\FBX\FbxSdk\2011.3.1\lib\fbxsdk_20113_1.dll In english it's like: Code: error LNK1107: invalid or corrupt file: cannot read at location 0x2A8. C:\Program Files\Autodesk\FBX\FbxSdk\2011.3.1\lib\fbxsdk_20113_1.dll I tried to compile other OSG and FBX versions with similar probs ... Does anybody has an idea ( or two ) to solve this problem or to sho me my mistake ??? ___ yours sincerely Julius Tiemann University of Applied Sciences Institut fuer Mediengestaltung Wallstraße 11 D-55122 Mainz [/url] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40280#40280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Error compiling fbx plugin
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 : ..\..\..\..\src\osgPlugins\fbx\ReaderWriterFBX.cpp(233) : 'fbxsdk_201002::KFbxImporter::Initialize' : no overloaded function takes 2 arguments Maybe, i'm doing something wrong, but i don't understand what. Andrea -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39198#39198 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Error compiling fbx plugin
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 paige tim.pa...@cox.net wrote: Hi, I too have had these same kinds of problems with the FBX SDK... I got the sdk from Autodesk and found those same kinds of complaints... like this function is not a member of so and so... and yes... they do indeed play games with the members of certaiin classes (they can't make up their minds about where to house certain funtional capabilities). I read one comment regarding the software you love to hate due to their uncompassionate departures from maintaining backwards compatibility... but then again, we sometimes complain about the problems maintaining backwards compatibility can cause --- So... the next time i downloaded a different SDK, I downloaded them all from the top down into separate version directories to within a reasonable time period given what had worked with osg before. I went through three iterations starting with the most recent FBS SDK and merely changed the references to the include files until I got a hit (meaning membership was finally matching the class of interest) and then followed through to change library files and such to the appropriate SDK. I am using 2.9.11 and sometimes 13, and I had to go backwards (with the FBX SDK (2.11.3.1)) until compatibility occurred. Cheers, tim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39015#39015 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FindFBX.cmake broken on WIn32/Cmake 2.6?
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, Stephan Maximilian Huber ratzf...@digitalmind.dewrote: Hi Robert, As I don't use the FBX-plugin I can't test my modifications, they satisfy cmake 2.6 though. See attached file. cheers, Stephan Am 04.05.11 10:08, schrieb Robert Osfield: Hi Stephan, Could the use of a nested () section with the enclosing ELSEIF() be the problem? Perhaps this test coulde be separated out into several separate lines that decide whether 64bit is required or not. Could you experiment with getting this to work, it'd be good to keep the OSG working with older versions of cmake. Thanks, Robert. On Wed, May 4, 2011 at 9:01 AM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Hi, my automated build system fails with the new FindFBX.cmake (plain vanilla osg from trunk). CMake complains: 8 snip 8 CMake Error: Error in cmake code at C:/Program Files/Jenkins/jobs/osg/workspace/osg/CMakeModules/FindFBX.cmake:25: Parse error. Function missing ending ). Instead found left paren with text (. CMake Error at CMakeLists.txt:454 (FIND_PACKAGE): find_package Error reading CMake code from C:/Program Files/Jenkins/jobs/osg/workspace/osg/CMakeModules/FindFBX.cmake. 8 snip 8 What cmake-version is required on win32? I am using 2.6 cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org FindFBX.cmake Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New FBX SDK
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...@gmail.com wrote: I'm just going to try the new FBX plugin, by now I've updated the FindFBX.cmake file. Please see the attachment, hope it works fine for you too. Alessandro On Fri, Apr 22, 2011 at 2:05 PM, Sukender suky0...@free.fr wrote: I think I'm going to hang myself... I just hope there will not be too much problems. Unfortunately, I will not be able to test your sumbission right now, I'm sorry. I'll tell you when I can. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : Hello FBX plugin users, Autodesk have released version 2012.1 of the FBX SDK, and I've now updated the plugin to work with it - source attached. The new SDK has deprecated/removed several features used by the plugin so to get it working again I've had to make non-trivial changes that may break loading/saving some files. I've tested with a wide range of files but more testing will be appreciated :) The SDK's directory structure and library names have changed and as I don't know the default file locations on Mac Linux I need help adding those to FindFBX.cmake . I'll delay actually submitting the changes for a while to give you guys time to fix the Mac Linux paths and test/fix any bugs that may have been created. Thanks -Michael ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org FindFBX.cmake Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Error compiling fbx plugin
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 OpenSceneGraph 2.9.8 or later then 2011.3.1 is definitely the SDK to use. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Error compiling fbx plugin
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, Andrea Martini martini.and...@gmail.com wrote: Hi, i have compiled fbx plugin also with openscenegraph 2.8.3 and 2.9.6 (using fbx sdk 2011.3.1) but i have compiling errors too. Thank you! Cheers, Andrea -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38691#38691 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osg svn and fbx 2011.3 compile issue.
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 version 2.9.12 would be compile fine with the sdk 2011.3? No problem with 2011.2 but with .3 no luck..this is my config problem or the plugin isn't compatible with last sdk yet? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38081#38081 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] 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: http://forum.openscenegraph.org/viewtopic.php?p=37138#37138 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] 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 osgfo...@tevs.eu wrote: which file are fbx_library and fbx_library_debug -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37038#37038 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX opacity map factor inverted?
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 and this just tells me all his test models have been fully opaque. I've now removed opacityFactor completely and the RGB of opacityTexture will always be ignored. Unfortunately the FBX documentation is far too vague to say what the correct calculations should be. Can you test if this works for you? On 17 February 2011 21:24, Sukender suky0...@free.fr wrote: Hi Michael, hi all, I spotted a strange line in fbxMaterialToOsgStateSet.cpp : result.opacityFactor = pFbxPhong-GetTransparencyFactor().Get(); Which says the opacity map (if present) will be affected an opacity. But what is retreived from FBX is the transparency, not the opacity. I guess the line should be: result.opacityFactor = 1.0 - pFbxPhong-GetTransparencyFactor().Get(); But I'm not 100% sure. However, this solves the display of some models I got :) Can anyone confirm (or not)? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] 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 osgfo...@tevs.eu wrote: yes, I saw it and as I try, but even so I make the mistake about not finding the plugins. I think (from what I've seen) that I need is something like compile the plugins but I do not know how. PS: sorry if my English is not very good -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36779#36779 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] 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 you built the project Plugins fbx in Visual Studio? Does building it give you errors? Is osgdb_fbx.dll or osgdb_fbxd.dll located in OpenScenegraph/bin or its sub-folders? On 18 February 2011 15:43, Josue Hernandez osgfo...@tevs.eu wrote: look, I have to charge in osg fbx models in windows, I'm doing in Visual Studio 2005. the page says osg search for the plugin itself, which I download the static libraries, but when I run the code tells me not to find the plugins to load fbx models PD:thanks for taking the time to help -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36813#36813 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] 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 http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8.3/source/OpenSceneGraph-2.8.3.zipand extract it to C:\OpenSceneGraph 2. Get CMake from cmake.org and install and run it. Set Where is the source code and Where to build the binaries to C:/OpenSceneGraph. Click Configure. Tick BUILD_OSG_EXAMPLES. Make sure the FBX_... fields are set to something sensible. Click Configure again, then click Generate. This will give you a .sln which you can build from Visual Studio as usual. On 18 February 2011 17:03, Josue Hernandez osgfo...@tevs.eu wrote: ok, I installed osg according to the instructions on this page: http://dwightdesign.com/2009/05/installing-openscenegraph-280/, is osg 2.8. and i work in windows xp and check out my folder osg_plugins and find nothing of fbx -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36822#36822 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] 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 c:/OpenSceneGraph-2.8.3, but but an error flag: CMake Error: your C compiler: bcc32 was not found. Please set CMAKE_C_COMPILER to a valid compiler path or name. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36825#36825 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] 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 matter if I am using cmake 2.8.3? permission is already installed on this computer. because I download cmark 2.8.4 but can not find the installer -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36827#36827 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] 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 get other values? You should see 100 or more different values. If not then something is badly wrong. I would delete everything and just start over. i'm not sure understandyour, did you said that i need create a user variables? No, they should be there already. It's the weekend, I'm out of here! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Controlling animations in FBX models
I've not used any of the osg file formats so I can't help you there specifically, but I suspect the osganimation serializer is in need of updating. Cedric Pinson wrote osgAnimation so he's the best person to consult on this matter. On 16 February 2011 16:23, Thomas Hogarth thomas.hoga...@gmail.com wrote: Hi Michael Thanks for the info, do you know why I might be having trouble saving these to .ive, .osg, .osgt and .osgx. It's not a show stopper but for some reason I can only re save the imported fbx as .osgb. The rest fail to load except .osg which loads but won't play my animations 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 which is increasingly part of normal osg. They are: osgAnimation::RigComputeBoundingBoxCallback, osgAnimation::MorphGeometry::UpdateVertex osgAnimation::RigGeometry::UpdateVertex ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] 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 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Plugins Once you've built OpenSceneGraph, the Examples osganimationviewer project lets you view and play animations on your models. http://www.autodesk.com/fbx On 16 February 2011 17:40, Josue Hernandez jojehe...@gmail.com wrote: Hi, Can you please tell me how i can use fbx files in osg? i only know you need download the fbx files Thank you! Cheers, Josue -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36748#36748 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin sets material diffuse color alpha to 0?
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 setAttributeAndModes(material,osg::StateAttribute::OVERRIDE) On 17 February 2011 10:42, Aitor Ardanza aitoralt...@terra.es wrote: Hi, Is it possible to assign a material to a node loaded from fbx plugin? I try to do the following, but without results ... Code: osg::Group* node = dynamic_castosg::Group*(osgDB::readNodeFile(fresadora.fbx)); osg::Material *material = new osg::Material(); material-setDiffuse(osg::Material::FRONT_AND_BACK, diffuse); material-setSpecular(osg::Material::FRONT_AND_BACK, specular); material-setAmbient(osg::Material::FRONT_AND_BACK, ambient); material-setEmission(osg::Material::FRONT_AND_BACK, emission); material-setShininess(osg::Material::FRONT_AND_BACK, shininess); node -getOrCreateStateSet()-setAttributeAndModes(material,osg::StateAttribute::ON); Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36764#36764 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem
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? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem
That's all fine, I'm also building with VS2008 and FBX 2011.3.1. Again: In CMake what are the FBX libraries and directories? Also, have you tried cleaning the FBX project? (Always the first thing to try when VS won't build your project). On 2 February 2011 13:48, Aitor Ardanza aitoralt...@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 are the FBX libraries and directories? -- Post generated by Mail2Forum I can only do tests with vs 2008... Sorry, I'm using 2011.3.1 version. Is there a problem with this version? Thanks!!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36267#36267 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem
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 Files/Autodesk/FBX/FbxSdk/2011.3.1/lib/fbxsdk_md2008d.lib On 2 February 2011 15:17, Aitor Ardanza aitoralt...@terra.es wrote: FBX_INCLUDE_DIR = C:/Program Files/Autodesk/FBX/FbxSdk/2011.3.1/include FBX_LIBRARY = C:/Program Files/Autodesk/FBX/FbxSdk/2011.3.1/lib/vs2008/fbxsdk_20113_1.lib FBX_LIBRARY_DEBUG = C:/Program Files/Autodesk/FBX/FbxSdk/2011.3.1/lib/vs2008/fbxsdk_20113_1d.lib I will try cleaning the vs project... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36274#36274 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem
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: Python26_x64, Python26_x86, Python31_x64, Python31_x86, vs2005, vs2008, vs2010 Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36280#36280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg 2.9.11 and FBX 2011.3, osg build link problem
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 to install the static FBX libraries. could that be the problem ... I'll try ... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36285#36285 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: animation speed not as expected...
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 experiencing the same problems with osgAnimation and the FBX plugin? I mean the 'initial-pose' issue (described in this thread) and the timing issue described in another post of mine. Cheers, Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35708#35708 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org /* -*-c++-*- * Copyright (C) 2008 Cedric Pinson cedric.pin...@plopbyte.net * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include osgAnimation/Animation using namespace osgAnimation; Animation::Animation(const osgAnimation::Animation anim, const osg::CopyOp copyop): osg::Object(anim, copyop), _duration(anim._duration), _originalDuration(anim._originalDuration), _weight(anim._weight), _startTime(anim._startTime), _playmode(anim._playmode) { const ChannelList cl = anim.getChannels(); for (ChannelList::const_iterator it = cl.begin(); it != cl.end(); ++it) { addChannel(it-get()-clone()); } } void Animation::addChannel(Channel* pChannel) { _channels.push_back(pChannel); if (_duration == _originalDuration) computeDuration(); else _originalDuration = computeDurationFromChannels(); } double Animation::computeDurationFromChannels() const { double tmin = 1e5; double tmax = -1e5; ChannelList::const_iterator chan; for( chan=_channels.begin(); chan!=_channels.end(); chan++ ) { float min = (*chan)-getStartTime(); if (min tmin) tmin = min; float max = (*chan)-getEndTime(); if (max tmax) tmax = max; } return tmax-tmin; } void Animation::computeDuration() { _duration = computeDurationFromChannels(); _originalDuration = _duration; } osgAnimation::ChannelList Animation::getChannels() { return _channels; } const osgAnimation::ChannelList Animation::getChannels() const { return _channels; } void Animation::setDuration(double duration) { _originalDuration = computeDurationFromChannels(); _duration = duration; } double Animation::getDuration() const { return _duration; } float Animation::getWeight () const { return _weight; } void Animation::setWeight (float weight) { _weight = weight; } bool Animation::update (double time, int priority) { if (!_duration) // if not initialized then do it computeDuration(); double ratio = _originalDuration / _duration; double t = (time - _startTime) * ratio; switch (_playmode) { case ONCE: if (t _originalDuration) return false; break; case STAY: if (t _originalDuration) t = _originalDuration; break; case LOOP: if (!_originalDuration) t = _startTime; else if (t _originalDuration) t = fmod(t, _originalDuration); // std::cout t t duration _duration std::endl; break; case PPONG: if (!_originalDuration) t = _startTime; else { int tt = (int) (t / _originalDuration); t = fmod(t, _originalDuration); if (tt%2) t = _originalDuration - t; } break; } ChannelList::const_iterator chan; for( chan=_channels.begin(); chan!=_channels.end(); ++chan) { (*chan)-update(t, _weight, priority); } return true; } void Animation::resetTargets() { ChannelList::const_iterator chan; for( chan=_channels.begin(); chan!=_channels.end(); ++chan) (*chan)-reset(); } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: animation speed not as expected...
Great, I've bumped my submission so hopefully it'll be in osg trunk soon. Re: poses, they have been a complete nightmare to get working so far, and yet there are still a few cases that don't work. If you can find what's going on with humanoid.fbx then you'll be my hero! I may be able to help more if you can get a much simpler example that demonstrates the problem e.g. only one or two joints. On 18 January 2011 15:27, Alessandro Terenzi a.tere...@gmail.com wrote: Thank you very much Michael, your fix solved the timing issue. Any idea/suggestion about the wrong initial-pose problem? (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 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 experiencing the same problems with osgAnimation and the FBX plugin? I mean the 'initial-pose' issue (described in this thread) and the timing issue described in another post of mine. Cheers, Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35708#35708 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] PixelDataBufferObject functions incorrectly named
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: GL_PIXEL_PACK_BUFFER_ARB so I'm guessing it's intentional, and maybe in some particular situation it makes sense. However in the general case the naming is incorrect and has in fact lead me to call the wrong function. If this isn't a bug then to prevent others being similarly mislead I suggest we do one of the following: a) Rename the functions to bindBufferInPackMode/bindBufferInUnpackMode b) Just have one bindBuffer function that takes the target as a parameter. c) Just have one bindBuffer function that uses the target returned by BufferObject::getTarget() Cheers -Michael ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Uniform array naming problem
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] != '_') { name[j] = '\0'; break; } } On 9 December 2010 18:46, Glenn Waldron gwald...@gmail.com wrote: Hi Robert, I would like to re-raise the issue of uniform array naming, now that it is affecting me personally :) To recap: I have a uniform array in a shader defined as: uniform bool positions[1]; osg::Program calls glGetActiveUniform() to build a mapping of compiled uniforms by name. On some systems, the name returned is positions and on others it is positions[0]. When the latter happens, a corresponding osg::Uniform named positions will fail since it cannot find a matching uniform location in the mapping (since it's filed under positions[0]). I am not convinced that this is a driver bug. It seems more like an ambiguity. The docs say that the 'uniform location for positions and positions[0] are the same; they point to the first element of the array.' (opengl.org/wiki/G...http://www.opengl.org/wiki/GLSL_Uniform#Uniform_management). I don't see anything that says the value returned from glGetActiveUniform() must be one or the other. If both names are valid and equivalent, shouldn't we account for both possibilities in osg::Program? I suppose you could just alter getUniformLocation(...) to check for both variations. Here are the past threads on the topic. The issue crops up on both ATI and NVIDIA systems. http://markmail.org/thread/5mans4howfbu2qtg http://forum.openscenegraph.org/viewtopic.php?t=1828 System: WinXP 32, ATI HD5550/10.11, OSG SVN. Thanks. Glenn Waldron : Pelican Mapping ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Incremental Draw?
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 idle, and they both ran at exactly the same frame rate - half the rate of one instance on its own. Thanks for the suggestions Robert. I can't use spacial partitioning in my particular case as there's often a lot of overlapping geometry, but simply splitting the scene graph into many scene graphs with one bit of geometry in each sounds like it could be the way forward. Cheers! On 18 November 2010 19:04, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Michael, As far as I can see to implement a solution I'll have to duplicate a lot of code from RenderStage/RenderBin, unless you can see a more elegant solution? A simple way could be to run two viewers, each one from a loop running in a different thread? If there is a need to use textures or share resources between the two contexts you can set up sharing between two contexts running in two viewers just as easily as from two contexts running in the same viewer, it's just that you'll have to do synchronization yourself when you need to, because the two viewers will run in their threads independently. Then you could set your principal viewer thread at a normal priority and the other viewer thread at a lower priority, so in theory the secondary rendering should not steal cycles from your main one, but would get the leftovers each frame (if any), so its rendering might go slower (if you're CPU-bound) but that seems OK for you as long as the main rendering goes at 60hz. I don't know enough about your goal to be sure this will work for you, but it's one way to render two scene graphs at different rates. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Incremental Draw?
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 couple of seconds to draw. The problem is that drawing the secondary scene graph interferes with the frame rate of the primary scene graph. Is there something like IncrementalDrawOperation to draw subsections of a scene graph until an allotted amount of time has been consumed, or do you know of a better solution? Thanks in advance, -Michael ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Incremental Draw?
I guess I'd better get started on making it then :) The scenes are rendered to FBOs so they're not tied to any particular window/context or display method. The scenario is that a user will set one scene to be rendered and sent to an external display system at 60fps. Once the first scene is rendering the user can request a preview of a second scene. When the preview is ready the user can seamlessly switch the system to rendering and sending the second scene at 60fps. As far as I can see to implement a solution I'll have to duplicate a lot of code from RenderStage/RenderBin, unless you can see 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 a scene graph? No. 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 couple of seconds to draw. The problem is that drawing the secondary scene graph interferes with the frame rate of the primary scene graph. Is there something like IncrementalDrawOperation to draw subsections of a scene graph until an allotted amount of time has been consumed, or do you know of a better solution? You are the first person in the whole history of the OSG to ask for incremental rendering ;-) Do these two scenes get rendered on two separate windows? Does the scene scene get rendered to a texture? I'm curious on just how you see these two scenes working. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX plugin compile error in OSG 2.9.8 SVN
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 compilation: Code: [ 84%] Building CXX object src/osgPlugins/fbx/CMakeFiles/osgdb_fbx.dir/fbxRMesh.o In file included from /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h:7, from /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:26: /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxMaterialToOsgStateSet.h:65: warning: comma at end of enumerator list In file included from /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:26: /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h: In constructor 'OsgFbxReader::OsgFbxReader(fbxsdk_2011_2::KFbxSdkManager, fbxsdk_2011_2::KFbxScene, FbxMaterialToOsgStateSet, const std::setconst fbxsdk_2011_2::KFbxNode*, std::lessconst fbxsdk_2011_2::KFbxNode*, std::allocatorconst fbxsdk_2011_2::KFbxNode* , const osgDB::Options, OsgFbxReader::AuthoringTool, bool, bool)': /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h:37: warning: 'OsgFbxReader::authoringTool' will be initialized after /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h:30: warning: 'bool OsgFbxReader::lightmapTextures' /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h:47: warning: when initialized here /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In member function 'osgDB::ReaderWriter::ReadResult OsgFbxReader::readMesh(fbxsdk_2011_2::KFbxNode*, fbxsdk_2011_2::KFbxMesh*, std::vectorStateSetContent, std::allocatorStateSetContent , const char*)': /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:717: warning: suggest parentheses around assignment used as truth value /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:737: error: template argument for 'templateclass _Alloc class std::allocator' uses local type 'OsgFbxReader::readMesh(fbxsdk_2011_2::KFbxNode*, fbxsdk_2011_2::KFbxMesh*, std::vectorStateSetContent, std::allocatorStateSetContent , const char*)::PolygonRef' /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:737: error: trying to instantiate 'templateclass _Alloc class std::allocator' /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:737: error: template argument 2 is invalid /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:737: error: invalid type in declaration before ';' token /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:807: error: request for member 'push_back' in 'polygonRefList', which is of non-class type 'PolygonRefList' /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:840: error: expected initializer before 'it' /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:841: error: 'it' was not declared in this scope /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:841: error: 'itEnd' was not declared in this scope /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In function 'int getVertexIndex(const fbxsdk_2011_2::KFbxLayerElementTemplateT*, const fbxsdk_2011_2::KFbxMesh*, int, int, int) [with T = fbxsdk_2011_2::KFbxVector4]': /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:563: instantiated from here /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:76: warning: enumeration value 'eNONE' not handled in switch /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:76: warning: enumeration value 'eBY_EDGE' not handled in switch /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:76: warning: enumeration value 'eALL_SAME' not handled in switch /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In function 'bool layerElementValid(const fbxsdk_2011_2::KFbxLayerElementTemplateT*) [with T = fbxsdk_2011_2::KFbxVector4]': /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:697: instantiated from here /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:59: warning: enumeration value 'eINDEX' not handled in switch /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In function 'bool layerElementValid(const fbxsdk_2011_2::KFbxLayerElementTemplateT*) [with T = fbxsdk_2011_2::KFbxColor]': /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:698: instantiated from here /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:59: warning: enumeration value 'eINDEX' not handled in switch /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In function 'bool layerElementValid(const fbxsdk_2011_2::KFbxLayerElementTemplateT*) [with T = fbxsdk_2011_2::KFbxVector2]': /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:700: instantiated from here
Re: [osg-users] [osgPlugins] FBX Plugin convert LOD into OSG correctly?
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: http://forum.openscenegraph.org/viewtopic.php?p=30322#30322 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ 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
I've had a quick look but I'm going to need to rewrite it to fit with newer code so it's on my to-do list. On 13 July 2010 16:16, Sukender suky0...@free.fr wrote: Hi Michael, hi all, Sorry to push this topic up, but did you test the code (anyone)? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Hi Michael, I managed to write the code, but I need testing. Moreover I can't update the FBX plugin because of the regression I told you in another thread, concerning images. Can you, please: - Merge changes to your working copy, and - Make a few tests with your models? Also feel free to commit if everything seems okay. Attached file is against rev. 11322 of the trunk. Many thanks. For info, my implemtation looks like: - Add points of the triangles - Detect how to split quads (02 or 13), and add points for the two triangles - Save polygons in a temporary array - Add a primitive set for all triangles (DrawArray) - Add polygons points AFTER the points of the triangles - Add primitive sets for polygons - Tessellate Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Alright. I started working on it. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : 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 some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. On 6 July 2010 09:02, Sukender suky0...@free.fr wrote: Oh... What about concave quads (I mean 4 points polygons)? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : OK. If you got time for this before I do... :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - 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 should tesselate the polygons automagically. On 5 July 2010 13:49, Sukender suky0...@free.fr wrote: Hi Michael, Yes, sorry about OpenGL interpretation of polygons, I forgot that. Well actually, I guess the reader has to handle most (all?) cases. So I suggest to have something like: - If number of points = 4, use current code. - Else call GLU tesselation. Do 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 a écrit : 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 triangles and quads but few polygons =5 vertices. If we apply triangulation to those few polygons then most models will be unaffected. For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. However, if your content provider could just produce models that are already suitable for real-time rendering that would be best ;) On 5 July 2010 09:09, Sukender suky0...@free.fr wrote: Hi all, The FBX reader seems to interpret FBX polygons as triangles. Well I guess this should not be, as 1-to-1 mapping of primitives is possible (as far as I know), but this is not really an issue. What is an issue
Re: [osg-users] FBX Plugin: animation speed not as expected...
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
I was referring to that by For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. On 6 July 2010 09:02, Sukender suky0...@free.fr wrote: Oh... What about concave quads (I mean 4 points polygons)? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : OK. If you got time for this before I do... :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - 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 should tesselate the polygons automagically. On 5 July 2010 13:49, Sukender suky0...@free.fr wrote: Hi Michael, Yes, sorry about OpenGL interpretation of polygons, I forgot that. Well actually, I guess the reader has to handle most (all?) cases. So I suggest to have something like: - If number of points = 4, use current code. - Else call GLU tesselation. Do 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 a écrit : 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 triangles and quads but few polygons =5 vertices. If we apply triangulation to those few polygons then most models will be unaffected. For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. However, if your content provider could just produce models that are already suitable for real-time rendering that would be best ;) On 5 July 2010 09:09, Sukender suky0...@free.fr wrote: Hi all, The FBX reader seems to interpret FBX polygons as triangles. Well I guess this should not be, as 1-to-1 mapping of primitives is possible (as far as I know), but this is not really an issue. What is an issue is that concave polygons are not intepreted the right way. I think about two solutions: 1. Use tessellation code to get correct splitting 2. Do the 1-to-1 mapping of primitives Am I right ? Other ideas? Anyone having time for this? Thanks folks! Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ 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
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 triangles and quads but few polygons =5 vertices. If we apply triangulation to those few polygons then most models will be unaffected. For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. However, if your content provider could just produce models that are already suitable for real-time rendering that would be best ;) On 5 July 2010 09:09, Sukender suky0...@free.fr wrote: Hi all, The FBX reader seems to interpret FBX polygons as triangles. Well I guess this should not be, as 1-to-1 mapping of primitives is possible (as far as I know), but this is not really an issue. What is an issue is that concave polygons are not intepreted the right way. I think about two solutions: 1. Use tessellation code to get correct splitting 2. Do the 1-to-1 mapping of primitives Am I right ? Other ideas? Anyone having time for this? Thanks folks! Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: animation speed not as expected...
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 animation is played differently in Quicktime and OSG (both my OSG build (2.9.7) and Quicktime are using FBX SDK 2011.2). I'm attacching the model: 3 balls bouncing with different timing each, but while in Quicktime the animation is played at the expected speed, in OSG it seems that the animation speed is very very fast (the model has been exported from Maya). Is there something I'm supposed to do in order to have the same expected playback speed? Or is there an issue with the FBX plugin? Thanks. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin with FBX SDK 2011.2
This was working with previous plugin versions? In that case it may be related to the recent changes to support multiple texture types. On 2 July 2010 17:16, Sukender suky0...@free.fr wrote: Hi Michael, I recently updated the FBX plugin and had a regression: - I read a textured model (displays correctly under OSG) - I write a FBX file from it - And this FBX doesn't have textures anymore, either in OSG or 3DSMax using the corresponding FBX plugin. Tried with both FBX 2011.2 and 2011.3. What is VERY strange is that the FBX *CONTAINS* the path to the texture (file opened with a simple notepad). I found my model doesn't have a Material ; and the FBX SDK documentation says textures have to be connected to materials (such as Lambert)... Maybe something wrong there? Any other idea? Many thanks. Sukender PVLE - Lightweight cross-platform game engine - http://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 agreed to release a new version soon with both dynamic static libs so I'll wait until that next release before updating the plugin. For now you still need to use the 2011.2 FBX SDK On 18 June 2010 20:16, Peter Bear th3fly...@gmail.com wrote: Hi, I feel I should point out that the newest SDK, 2011.3 is having the same issue. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29164#29164 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: animation speed not as expected...
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 send me a sample file and I'll have a look. Thanks Perhaps you didn't see it, but he did :-) See file balls_01.zip attached to the first post. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ 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
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 should tesselate the polygons automagically. On 5 July 2010 13:49, Sukender suky0...@free.fr wrote: Hi Michael, Yes, sorry about OpenGL interpretation of polygons, I forgot that. Well actually, I guess the reader has to handle most (all?) cases. So I suggest to have something like: - If number of points = 4, use current code. - Else call GLU tesselation. Do 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 a écrit : 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 triangles and quads but few polygons =5 vertices. If we apply triangulation to those few polygons then most models will be unaffected. For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. However, if your content provider could just produce models that are already suitable for real-time rendering that would be best ;) On 5 July 2010 09:09, Sukender suky0...@free.fr wrote: Hi all, The FBX reader seems to interpret FBX polygons as triangles. Well I guess this should not be, as 1-to-1 mapping of primitives is possible (as far as I know), but this is not really an issue. What is an issue is that concave polygons are not intepreted the right way. I think about two solutions: 1. Use tessellation code to get correct splitting 2. Do the 1-to-1 mapping of primitives Am I right ? Other ideas? Anyone having time for this? Thanks folks! Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin with FBX SDK 2011.2
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 wait until that next release before updating the plugin. For now you still need to use the 2011.2 FBX SDK On 18 June 2010 20:16, Peter Bear th3fly...@gmail.com wrote: Hi, I feel I should point out that the newest SDK, 2011.3 is having the same issue. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29164#29164 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX texture export problem.
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 other information about this problem? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28796#28796 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ffmpeg synchronisation
Hi Tanguy, thanks for the pointers, the timing code makes much more sense now. Sound does indeed make it a lot more problematic, seems I'll have to do some lateral thinking on this one :\ On 10 June 2010 13:52, Tanguy Fautre tang...@aristechnologies.com wrote: Hi Michael, It’s been a long time since I’ve touched the ffmpeg plugin, but here is how it was: 1/ when the video sound is being played, the video time is synchronized with the audio player (this tries to keep the video tightly synchronized with the audio track); 2/ when there is no video sound (or no audio player has been associated with this video), then the video used to be synchronized with an internal timer. Quickly looking at the code on SVN, it does not seem to have changed. Changing case 2 to be optionally synchronized with FrameStamp shouldn’t be too hard (but will require code changes 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 synchronisation 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 with the time of the FrameStamp? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...
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 different material to each face: 3 faces have a different texture (diffuse maps) and the other 3 faces have a simple colored material (one red, one green and one blue). As far as I understood, the plugin currently manages to display multiple materials assigned to the same mesh, but if using more than one texture (for example 3 diffuse maps) then it doesn't work: only not-textured materials are displayed correctly while no texture is displayed or only one is displayed if assigned to a particular face). I'm sending a sample model to Michael only (it's 1MB). Any suggestion on how to proceed to add support to this kind of models? Thanks. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...
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 files this is true, but if you find any that don't display correctly please let me know and I'll do my best to get it fixed. Cheers! On 9 June 2010 10:35, Raymond de Vries ree...@xs4all.nl wrote: Hi guys, With great interest I am reading all the FBX related threads. I picked it myself and the first tests are working well. Thanks for your efforts! Michael, you mention 3D Studio Max... Which version are you using? I have 3dsmax8 and 9 so I wonder if I can use these too. Thanks Raymond ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: vertex animation support
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 MorphTarget. I hope it proves that simple! On 9 June 2010 10:24, Alessandro Terenzi a.tere...@gmail.com wrote: Hi, as you know I wanted to try to add the possibility to read vertex animation data from point cache files, so I started looking at existing code in order to figure out where the integrations should be done. I have really basic experience with animations in OSG, so I'd like to share my ideas with you before doing anything. First of all, looking at the FBX SDK doc it looks like that there are 3 ways *geometries can be deformed: using skinning, shapes, or vertex caches. A vertex cache is a way to store directly the vertex animations inside a cache file*. Looking at the existing code in osgfbx, I see that what is managed so far are 'static', 'rigged' and 'morph' geomerty types that I guess correspond to no animations or skinning and shapes deformers respectively. I thought to add also another type (GEOMETRY_CACHE) corrensponding to KFbxDeformer::eVERTEX_CACHE. In the examples provided with the SDK there is the ViewScene example that shows how to load point cache files (there are just 2 functions to use almost in a straightforwar way: PreparePointCacheData() and ReadVertexCacheData()). Well, this is the easy part I guess. But then I don't know how to handle that animation data...of course there are no bones for this kind of animation, also there is just one shape (unlike morphing where I guess at least 2 shapes are required) so I can just think about creating an UpdateCallback that keeps reading animation data (of course loaded once forever outside the application loop) and keeps updating vertex positions. What do you think about this? Can you give me suggestions or point me to other examples that do almost the same thing? Thanks. Alessandro PS: along the ViewScene example there is a sample FBX file (Humanoid.FBX) that I'll suggest you to check, it should contain at least skinning animation, but is not played correctly. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ffmpeg synchronisation
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 with the time of the FrameStamp? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: vertex animation support
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 get called as necessary and handle everything for us. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Text (keyboard input) on viewer
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 ;) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: vertex animation support
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: vertex animation support
I just tried opening the files you posted again in the FBX Quicktime Viewer and this time they work! It seems that having the files in the root of C: magically fixes it. Ideally osgfbx will be able to any file that the official viewer can, so if you can submit PC2/XML support then that would 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 to cached animations data coming from the widely used Point Cache modifier. In other words I think that if we export a FBX from Max it is not possible to embed cached animation data into the FBX file, but we must refer to one of those external files. There's no reason why that should be the case as FBX has full support for vertex animation. You're attacking this problem at the wrong point - get on the Max forums and ask how can I export this model so it animates in the official viewer? I agree, but there is also no reason to not support it :) because referring to external pc2/xml files is a feature that is available in the FBX format and so, for completeness' sake, it would be nice to support it in OSG even if there is another way to 'embed' the same cached animations data in the FBX file itself. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: vertex animation support
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? Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] hierarchy animation in FBX 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 eric.pouliq...@gmail.com wrote: Hi Michael, The sequence on your screenshots is correct ! Did you try to open it directly in osganimationviewer ? Just to be sure that the problem is not in this app. So that's a really good point for me if you managed to see the anim in osg ! I need now to ask you where to find code source of the version you talked about ? * I did'nt find the 2011.2 OpenSceneGraph FBX plugin version... can you tell me the svn folder ? * which version of osg are you using ? * My last tests of compilation crashed because the fbx plugin code search osgAnimation include which doesn't exist anymore :( If you can help just to set all correct versions... Thanks a lot for your help ! Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28567#28567 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] hierarchy animation in FBX problem
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] hierarchy animation in FBX problem
Hi Cedric, I found that commenting out group-addChild(camera); made the model appear normally so I guess that means there's something in the GUI widget that breaks things. HTH On 4 June 2010 14:42, Cedric Pinson cedric.pin...@plopbyte.net wrote: Hi, In fact osganimationviewer works but you need to play with the camera to see find your object :) I thought It could comes from the refactore of osgGA manipulator something that would change in the context of osganimationviewer. Anyway I will have to dig and fix it. Just to warn you that if you search in the scene you may find your 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 it to automatically play any animations it finds. On 4 June 2010 08:38, Eric Pouliquen eric.pouliq...@gmail.com wrote: Hi Michael, The sequence on your screenshots is correct ! Did you try to open it directly in osganimationviewer ? Just to be sure that the problem is not in this app. So that's a really good point for me if you managed to see the anim in osg ! I need now to ask you where to find code source of the version you talked about ? * I did'nt find the 2011.2 OpenSceneGraph FBX plugin version... can you tell me the svn folder ? * which version of osg are you using ? * My last tests of compilation crashed because the fbx plugin code search osgAnimation include which doesn't exist anymore :( If you can help just to set all correct versions... Thanks a lot for your help ! Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28567#28567 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: vertex animation support
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 files that are used to store vertex animation information. This is quite a new field for me, so before starting anything I'd like to ask the community for suggestions and directions, also I'd like to know if OSG already offers the 'tools' to handle any kind of vertex animation or some development should be done in order to extend osgAnimation before actually extending the FBX plugin itself. Finally is there any other plugin that already supports something like point cache files or vertex animation in general? Thanks. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...
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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] hierarchy animation in FBX problem
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: http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/error-in-animation-evaluation/. If that is the source of the problem then you can fix it by either going back to the 2010.2 plugin or waiting until the 2011.3 FBX SDK is released later this month attachment: flipphone.PNG___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...
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 upload my modifications? Here's how to make a submission: http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol Is there a good repository for FBX models that I could use for testing those new features as well as other features in general? I only know of the free models on turbosquid Finally, I noticed that animations based on bones work fine but morphing animations makes osganimationviewer to crash, any idea? (I made models with 3dsMax 2010+FBX 2011.2) Can you send me the model so I can investigate? Cheers ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...
Thanks Alessandro, I've repeated the crash bug and sent a fix for it to osg-submissions On 1 June 2010 11:13, alessandro terenzi a.tere...@gmail.com wrote: I apologize for the model I tried to upload (it was too big...sorry). I'm sending a zip now... Alessandro On Tue, Jun 1, 2010 at 12:03 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 Platings mplati...@gmail.comwrote: 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 upload my modifications? Here's how to make a submission: http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol Is there a good repository for FBX models that I could use for testing those new features as well as other features in general? I only know of the free models on turbosquid Finally, I noticed that animations based on bones work fine but morphing animations makes osganimationviewer to crash, any idea? (I made models with 3dsMax 2010+FBX 2011.2) Can you send me the model so I can investigate? Cheers ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...
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 issue so I just made the FBX plugin consistent with other plugins - if you export a model to 3DS and FBX both models should appear the same in osgviewer. If you don't like it, just rotate the model to your preference :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trying to render an ortogonal scene
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... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Having trouble with basic texture mapping on a 3d object
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 and specular map etc... What you should do is separate your geometry into a different square for each face of the cube, and for each geometry add a stateset with a texture assigned to unit 0. e.g. for (int i = 0; i 6; ++i) { std::stringstream ss; ss C:\\Documents and Settings\\MTS\\My Documents\\Visual Studio 2008\\Projects\\OSG_test\\Debug\\smiley i+1 .jpg; Texture2D* tex = new Texture2D(osgDB::readImage(ss.str())); Geometry* geom = createGeometryForFace(i);//set up vertices and texture coordinates for a square at the appropriate position geom-getOrCreateStateSet()-setTextureAttributeAndModes( 0, tex.get() ); geode-addDrawable(geom); } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...
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 downloaded the latest version of OSG from svn, I tried the FBX plugin but I've got no reflection map in my models. Are reflection maps not supported yet by the FBX plugin? I'm using FBX 2011.2 (both for the SDK and for the exporter in 3dsMax). Thanks. Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28244#28244 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vector of const ref_ptr
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] fbx writer texture support
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 wrote: Hello, Has anybody had luck converting textured models to fbx format using the writer in OSG? I narrowed it down to simple case of: osgconv skydome.osg skydome.fbx The resulting file when viewed in osgviewer is just a solid color. Converting that file back to .osg results in no reference to the texture in the osg file. This is on svn of today, with the 20112 SDK on Mac OS X. Converting to other formats: obj, ive, etc works fine. I tried turning the optimizer off as well as setting OSG_NOTIFY_LEVEL to DEBUG. The image gets read fine on load, but there's no information on whats going on at the write stage. Thanks Martins ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Collada Animations Support
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: http://forum.openscenegraph.org/viewtopic.php?p=27559#27559 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to (part of) texture
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 rendering to a texture which is attached to a FBO. The problem was that I only want to write to the parts of the texture that need to be updated. That is, if I have a 8192x8192 texture and only need to update a small area of 128x128, I don't want to prosess all 8192x8192 fragments. I have made some tests using a view port that matches the selected area of the texture. This seems to work. Sorry for not checking this well enough before posting. Any additional comment, pointers or suggestions are still welcome! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27561#27561 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Collada Animations Support
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, daniele argiolas arj...@gmail.com wrote: yes, blender to OSG export works fine, it's blender to Collada that doesn't work and also OSG conv from an osg made with blender to Collada. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27518#27518 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX find cmake
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 FindFBX.cmake file, the default location of the SDK is Autodesk/FBX/FbxSdk/2010.2. Should it be changed to Autodesk/FBX/FbxSdk/2011.2 ? Thanks ! -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX conversion lost NULL nodes.
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 osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX conversion lost NULL nodes.
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 OSG_OPTIMIZER=OFF) but the result is the same as above. HummThere is some other way to control the optimizer behaviour in this cases? OSG is 2.8.3 version. Many thanks again Bye Skylark wrote: Hi Dario, In our case, we often use DOF nodes with no geometry under them to position cameras / lights on models, and the Optimizer removes those by default (because it thinks they're useless if they have no geometry under them). So I suspect something similar is happening to you. Try setting OSG_OPTIMIZER=OFF to see if that helps. Hope this helps, J-S -- __ Jean-Sebastien Guay http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27370#27370 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX conversion lost NULL nodes.
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Preferred Video Cards
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 similar to Google Earth where I am using a globe and GIS data. Reuben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27150#27150 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX Plugin
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 can find osganimationviewer in the examples folder. Mourad On Mon, Apr 19, 2010 at 7:55 PM, Dario Minieri () wrote: Hi, I have the same problem with some simple model from Cinema 4D. The FBX contains all animation takes but I see no movement with osgviewer. I'm using OSG 2.8.3 with, obviously, FBX support (SDK 2010-2). You talking about an osgAnimationViewer, but I have only the osgViewer in my binary dir. You have foud some solution? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26956#26956 ( http://forum.openscenegraph.org/viewtopic.php?p=26956#26956) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org( http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26974#26974 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Untriangulate Meshes...
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 application? On 19 April 2010 19:59, Dario Minieri para...@cheapnet.it wrote: Hi Gordon Simply, if I have a model with mesh consisting of polygons with 4 vertices (no others n-gons), it must necessarily be triangulated? The osgViewer always shows the triangulated models even though they are not originally. Many thanks Best Regards Tomlinson, Gordon wrote: What do you define a 'untriangolate mesh' to be ? Gordon Tomlinson Product Manager 3d Technology Project Wyvern Overwatch(r) An Operating Unit of Textron Systems -Original Message- From: [mailto:] On Behalf Of Dario Minieri Sent: Monday, April 19, 2010 10:11 AM To: Subject: Untriangulate Meshes... Hi, Sorry for my noob question: OSG is unable to handle untriangolate meshes? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26947#26947 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26961#26961 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX Plugin
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 application ;) Personally I have no need for it, but I've recently observed several posts saying Why won't my animations play in the viewer? so to make things easier for newcomers it seems reasonable to add that functionality. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin with FBX SDK 2011.2
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 osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] strange Matrix interface
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(...) mat.setScale(...) and then wondering why setting the rotation didn't have any effect (setting the scale would overwrite it). It's probably safest to set up your matrix with pre/postMultTranslate/Scale/Rotate. and why do i have to pass a matrix to the (non-static) bool Matrix::invert method? matA.invert(matB) sets matA to be the inverse of matB. However something that doesn't make sense to me is why to get the inverse of a matrix you have to do Matrix::inverse(mat) rather than just mat.inverse(). PS: a Matrix MatrixTransform::getMatrix (no const reference) would also be nice, so i could operate on the contained matrix directly if i wanted to and would not have to copy it with getMatrix and copy it again with setMatrix...) The MatrixTransform needs to know when its matrix has been modified so that it can set its flags to dirty. If you really need direct access to the matrix for maximum efficiency, and you don't mind setting the flags yourself, you can derive your own class from MatrixTransform. But for most of us the current way is safest. HTH ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DAE reader - Handling of double precision
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 precision. e.g. osg::Array getFloatArray(bool doublePrecisionHint) { } On 15 April 2010 10:25, Sukender suky0...@free.fr wrote: Hi all, I'm working on making Collada (DAE) able to read/write double precision numbers. Format seems to store floating points values as xs:double, which is IEEE 754 double precision. So, should I simply convert to float at the time data is put in geometry (vertices, colors, normals, etc.) depending on PrecisionHint (See latest submitted osgDB::Options)? The problem is that I double memory usage for the temporary data. Is this acceptable? Actually I thought about converting as soon as possible, but it seems DAE can define data sources without saying what this source is for, and then reference these sources later, saying that's for vertices, normals, etc. For now I got an hybrid implementation (not finished yet), which does not assume anything about DAE precision, and converts at the time data is put in the geometry. The thing is that I always put double arrays in a strcture that can handle both float and double arrays... which I find a bit stupid. Thoughts? Ideas? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] strange Matrix interface
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 worth the thought of re-engineering it? I agree it's not the most intuitive, but now there's lots of code out there already using that interface so it can't be changed. And if you find it confusing, think of it as a very light introduction to the kind of confusion and frustration to be encountered in the world of OpenGL ;) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trackball manipulator and screen distance with stereo
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin with FBX SDK 2011.2
Hi all, I've now updated the FBX plugin to compile with the latest FBX SDK. Unfortunately this breaks compatibility with previous versions so next time you get the plugin you'll need to install version 2011.2 FBX SDK if you want to recompile the plugin. -Michael On 13 April 2010 13:29, Doug 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 to check and see if it was supported on a new version of OSG. I'll look into getting 2011.2 working, cheers. Wow! Thanks. Doug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin with FBX SDK 2011.2
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 older files (that the old plugin read fine)? I guess the answer is yes, otherwise you wouldn't have modified the plugin in that way, but then where does the incompatibility come from? You guess correctly, yes old files read fine :) I should have said the latest SDK breaks compatibility with previous versions* of the plugin code*; there's no break in compatibility with any .fbx files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin with FBX SDK 2011.2
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 build with the FBX SDK version 2011.2? If so what version of OSG are you using? http://usa.autodesk.com/adsk/servlet/pc/mform_proc Thanks. Doug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Use namespace...
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 compromise we do using somenamespace::SomeClass; using somenamespace::SomeFunction; etc. for things that are used very frequently. That way it will be less of a big deal to change the code if we start using a library that uses the same class names. On 13 April 2010 17:12, mas oug mas...@gmail.com wrote: Hi, Just curious, I noticed that in a lot of the code, we use stuff like osg::someFunctio() and etc... Could we use a namespace using namespace osg; to avoid having to write osg:: every single time? THANKS!! -Masoug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] trouble in MSFBO
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgAnimation precision
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 to have an OSG_USE_FLOAT_TIME option. Cedric, what do you think? On 23 March 2010 17:08, Garrett Cope garrett.cope@simcen.usuhs.eduwrote: Michael, Thanks for the reply. I figured that was probably the reason, but wanted to check since it seems that other plugins (like osgParticle) carry the double precision through the update functions. I think all of the update functions would have to be changed over to fix my problem, but it is probably too application specific to make that scale of change. I'm setting the sim time with an epoch-based timer, so it runs out of significant digits when cast to float. It's probably best to handle it on my end, but thanks for the info! --jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26031#26031 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
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 this. How you use boost elsewhere is unimportant, you should build Collada with the boost version it comes with, it won't affect anything else. with the exception of the one that uses morphing (AKA vertex blending). What was the problem there? Are you talking about hardware skinning or something else? If we were to use osgAnimation and the Collada plugin to feed it data, we'd definitely want to use hardware skinning, but I would think that's orthogonal to how the data is read and given to osgAnimation? Something else: http://en.wikipedia.org/wiki/Morph_target_animation ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Plugin Error
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin sets material diffuse color alpha to 0?
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 the transparency inverted. To deal with that I used a simple heuristic to guess whether the model needed its transparency inverting. I've put the same technique into the FBX plugin, and your model now looks as the artist intended :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation and animation mixing/blending
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 with two-sided lighting and without back-face culling, which for OSG isn't the case. However I have no intention of changing this as doing so would compromise the speed of rendering for nicely designed models. Does it support animation well? Yes, all skinned animations should work perfectly, if not then please let me know. And will content creation tools export Collada in a way that osg and osgAnimation will understand? Yes, AFAIK. Again, if you find any files that don't work (aside from the known issues above) then please let me know. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] building collada plugin on windows
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 C:\COLLADA\dom\projects\vc9-1.4\dom.sln and build the dom project in both Debug and Release configurations. Once you've done this CMake should automatically fill in the COLLADA options (library paths etc) for you. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Trajce (Nick) Nikolov Sent: 09 March 2010 09:33 To: OpenSceneGraph Users Subject: [osg-users] building collada plugin on windows Hi community, this is my first attempt to build the dae plugin. In CMAke there are bunch of options for COLLADA. I have downloaded the colladadom lib, and I am lost. What is to be downloaded (and from where) in order to build the plugin, Thanks a lot -Nick __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __ __ This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify the system manager. This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email _ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] building collada plugin on windows
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 osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org