[osg-users] Statistics of the mailing list

2011-06-06 Thread Mr Alji
Hi,

Is it possible to have the statistics of growth of the mailing lists ?

 numbers of subscribers / timeline


thank you
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Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib

2011-06-06 Thread Mr Alji
Solved, all i had to do is to set on cmake *png_library* to libpng15.lib,
rather than the inexistant file *libpng.lib* (cmake set it by default)

thank you for your responses.

have a nice day
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[osg-users] Invisibility Effect with Material Color Problem

2011-05-23 Thread Mr Alji
Bonjour,

I make a shape disappear by setting an attribute Material with an Alpha
equal to 0.
I would like to animate its appearance. I increase the Alpha value until 1,
but the original color of the shape is not back, rather than that I get a
metallic color.

What should I do ?
thanks
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[osg-users] Transparency on Shapes

2011-05-13 Thread Mr Alji
Hello,

I am learning to use *Transparency Effect* on OpenSceneGraph. I don't know
if I am doing it right. I have made a video screen capture. I do think that
I missed something http://www.youtube.com/watch?v=Kzm_1X55OIM

I have multiple shapes. I attached a *osg::Material* attribute to some of
them.The third sphere (nearst to the user) is set to be transparent up to
40%.

// Enable blending, select transparent bin.
 stateSet-setMode( GL_BLEND, osg::StateAttribute::ON );
 stateSet-setRenderingHint( osg::StateSet::TRANSPARENT_BIN );

 // Material
 osg::Material * _material = new osg::Material;
 _material-setAlpha( osg::Material::FRONT_AND_BACK, 0.4f );
 _material-setColorMode( osg::Material::AMBIENT );
 stateSet-setAttributeAndModes( _material , osg::StateAttribute::ON );

  // Blending
 osg::ref_ptrosg::BlendFunc blendFunc = new osg::BlendFunc;
 blendFunc-setFunction( osg::BlendFunc::SRC_ALPHA ,
 osg::BlendFunc::ONE_MINUS_SRC_ALPHA );
 stateSet-setAttributeAndModes( blendFunc );



   1. Have I done it right ??
   2. let suppose I would like to modify the transparency of a Node picked
   ??? Should I get its material attribute and modify its *Alpha* ??
   3. In case, the video show a small lack of transparency between the two
   cylinders and the sphere ?? is it normal ?? or I missed the
*osg::Depth *attribute
   ??

Thank you for advance for your help
Cheers

ps: video http://www.youtube.com/watch?v=Kzm_1X55OIM
*--*
*M. ALJI Mohamed*
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Re: [osg-users] osg and Qt

2011-04-05 Thread Mr Alji
Hi Martin,

In OpenSceneGraph sources, there is an *Example osgQtWidgets*. give it a
try

Cheers
*--*
*M. ALJI Mohamed*
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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Mr Alji
Hello Nan  Torben,

You have to add the *3rdParty bin* to your PATH otherise set the environment
variable OSG_NOTIFY_LEVEL to a higher verbosity level such DEBUG_INFO or
DEBUG_FP (by default it is NOTICE I think).

Cordialement
*--*
*M. ALJI Mohamed*


2011/3/28 Torben Dannhauer tor...@dannhauer.info

 Hi Nan,

 which version of the 3rdParty package have you downloaded? The current
 version is V5.

 You have to added your 3rdparty/x86/bin folder to your PATH. It contains
 the dll dependencies and has to be part of your path to allow osgviewer to
 find it.

 The environment variable OSG_3RDPARTY_DIR is not required to run
 OpenSceneGraph with this package, it is only available to allow CMake to
 find your 3rdparty package automatically. This makes frequent OSG rebuilds
 easier..

 Thank you!

 Cheers,
 Torben

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Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Mr Alji
consider mentioning the *date* of the last update, please.

*--*
*M. ALJI Mohamed*
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Re: [osg-users] fbx animation

2011-03-24 Thread Mr Alji
Hi Josue  Morad,

Here is a newbie explanation :

   - First time, you need to know that the *osgDB *library provides access
   to a lot of 2D and 3D files ( like .fbx ), by managing several *osg *
   plugins.
   - You intend to use an fbx file, so you need to check if the plugin FBX
   reader/writer is correctly installed.
   - In second, the following snippet enable to load the scene graph of an
   fbx file:

osg::ref_ptrosg::Node root = osgDB::readNodeFile( fbxFile )


   - Then, locate the *AnimationManager *you want to use either *Basic *or *
   Timeline*, according to your necessity.

 [image: a02292.png]

   - the best way is to use the design pattern Visitor, already implemented
   in *osg::NodeVisitor*.

struct AnimationManagerFinder : public osg::NodeVisitor
 {
 osg::ref_ptrosgAnimation::BasicAnimationManager _am;

 AnimationManagerFinder()
 {setTraversalMode(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN); }

 void apply(osg::Node node) {

 if (_am.valid())
 return;

 if (node.getUpdateCallback()) {
 _am =
 dynamic_castosgAnimation::BasicAnimationManager*(node.getUpdateCallback());
 return;
 }

 traverse(node);
 }
 };


   - In the previous code snippet, the *BasicAnimationManager*, if it is
   found, will be stored on the variable* '_am' *located at *finder._am.*
   - in your main function:

AnimationManagerFinder finder;
 root-accept(finder);


   - then you can recuperate the *AnimationList* avalaible in your fbx file
   like this:

const osgAnimation::AnimationList animations =
 finder._am-getAnimationList();


   - Finally, you can do what ever you want: play the animation on the *
   osgViewer*, get the *Duration*, the *StartTime*, the *Name *of the
   animation... specify the *PlayMode*..

finder._am-playAnimation( animations[an].get() );

 ...

std::cout  name animation:   animations[an]-getName()  std::endl;



I hope I helped :) please feel free to respond to this topic to ameliorate
it.

Have a nice day*
--*
*M. ALJI **Mohamed *
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Re: [osg-users] Keyboard move camera position

2011-03-02 Thread Mr Alji
Hi Nan,

Well I do believe that the best thing to do to start is to follow Martin's
Answer :)
after that, try in the main function the following code snippet :

viewer.setCameraManipulator( new osgGA::DriveManipulator() )


have a nice day
*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com
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Re: [osg-users] osgAnimation : correct approach to detect when a skeletal animation has completed ?

2011-03-02 Thread Mr Alji
Hello,

What about using *isPlaying() *method of your current animation ? does it
fulfill your needs ?

cheers
*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com



2011/3/3 Thomas Hogarth thomas.hoga...@gmail.com

 Hi Adrien

 I've never actually done this but I have thought about it as I'll need it
 eventually.

 I think your best bet is to look at void BasicAnimationManager::update
 (double time), that is where an animation is played through and were you can
 detect that an animation is finished. Perhaps you could attach your own
 simple callback object as the user data for your animations. Then inplement
 your own Animation manager and call the callback object when an animation
 with one as it's user data finishes.

 Let me know how you get on as this would be a useful feature.

 Cheers
 Tom

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=37269#37269





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Re: [osg-users] How to compute the coordinates of specific point ?

2011-02-28 Thread Mr Alji
Well thank you Shayne, I understand now, my problem is supposed to be much
simplier than handling a *collision detection.
*so don't bother yourself with my code snippet, it is just newbie attempt

have a nice day*
**

*
*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com
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Re: [osg-users] How to compute the coordinates of specific point ?

2011-02-25 Thread Mr Alji
okey, having loaded a 3d model like this image [image:
Aqua-Table-by-Zaha-Hadid-for-Established-Sons-1.jpg]

I would like to find a way to compute the bottom point of this object ?
Until now I don't know, I thoug
*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com



2011/2/24 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC 
shayne.tuel...@hill.af.mil

 Perhaps you can be a bit more specific on your problem mathematically.
 Your original post was somewhat vague on what you're trying to
 accomplish...

 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mr Alji
 Sent: Thursday, February 24, 2011 2:48 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] How to compute the coordinates of specific
 point ?

 Thank you for answering, not really what I am looking for but it already
 helped

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Re: [osg-users] How to compute the coordinates of specific point ?

2011-02-24 Thread Mr Alji
Thank you for answering, not really what I am looking for but it already
helped
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[osg-users] How to compute the coordinates of specific point ?

2011-02-23 Thread Mr Alji
Hello,

Please I am a little bit stucked here ...I would like to caclculate the
coordinates (Vec3d) of the bottom point following the Z axe of a model.
how I am supposed to do that ??!!
I'm trying to compute the intersection between the model and a Plane located
at the model boundingBox.zMin, but with nooo succes

Thanks
*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com
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Re: [osg-users] Website unreachable

2011-02-05 Thread Mr Alji
nor from france !
*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com
mr.m.a...@gmail.com



2011/2/4 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC 
shayne.tuel...@hill.af.mil

 Can't get there from Utah either...for both links...

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
 'Xenon' Hanson
 Sent: Friday, February 04, 2011 11:54 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Website unreachable


 http://www.openscenegraph.org/projects/osg


  Unreachable from Colorado right now, though
 http://www.openscenegraph.org/
 responds.

 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
 Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist.
 - Xen
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Re: [osg-users] Controlling animations in FBX models

2011-02-04 Thread Mr Alji
Hi Renato  Thomas,

I came to the same conclusion :* multiple animations on the same fbx file
can only be done with MotionBuilder*, until i found this
PlayerMarine.FBXhttp://code.google.com/p/pfxna/source/browse/trunk/Testes/Engine/XNAnimation/XNAnimationSample/Content/Models/PlayerMarine.fbx?spec=svn454r=454%20
with multiple animations : Run, Walk , Shoot ... and at the beginning of the
file there is this line:

Creator: FBX SDK/FBX Plugins build 20061101

It seems a little bit contradictory

Cheers


*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com
mr.m.a...@gmail.com



2011/2/4 Thomas Hogarth thomas.hoga...@gmail.com

 Hi Renato


 I thought it was not possible. How can you save your FBX file with
 multiple
 animations? I'm using 3DS Max 2010 and I do not see a way to save multiple
 animations. I'm not familiar with modeling ...


 I need to do something similar at the moment. I know MotionBuilde can
 export fbx with multiple takes, but 3ds max can not. I plan to write a node
 visitor that will find and split any osg animations into multiple takes.
 Perhaps using a config file. Shouldn't take long, I'll send you a copy when
 I'm done. If you export your fbx from osg as a .osg file you can see how the
 data is stored and looks petty straight forward to split it.

 Alternatively you can use MotionBuilder and I know the FBX plugin is
 capable of loading the multiple takes.

 Cheers
 Tom

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

2011-02-03 Thread Mr Alji
Hi Silveira,

I had almost the same problem, rather than specifying the frames to be
played, I choosed to use FBX Model with multiple animations, the animation
Manager took care of the rest.

I hope I helped a little bit
*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com
mr.m.a...@gmail.com



2011/2/3 Renato Silveira silveira@gmail.com

 Hi,


 In my application I’m using osg with FBX plug-in.


 The FBX model that I’m using has a unique sequence of animations, called
 “Take 001”. The sequence includes a walk, stand, and run animations.

 Is there a way to specify that from frame 0 to 100 I have the walk
 animation, from frame 1001 to 3000 I have the stand animation, and so on?


 I’m using the AnimationTimelineHandler, as in the example, but I could not
 figure out how to do it. I play the entire sequence of animations, but I
 cannot separate them.


 --
 Renato Silveira (Ph. D. Student)

 Informatics Institute - UFRGS
 Porto Alegre - RS - Brazil
 http://www.inf.ufrgs.br/~rsilveira http://www.inf.ufrgs.br/%7Ersilveira

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Re: [osg-users] Problem with setProjectionMatrixAsFrustum()

2011-02-02 Thread Mr Alji
this is a test ! thank you



2011/2/2 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hi Mukund,

  So, my first query is clear. Well as for my second one. How is it the
 object is being projected if it is even placed before the near-clip plane?
 ie before 1900?

 i could not get this part.


 Do you have a camera manipulator attached to your viewer? Even if you don't
 create one yourself, some usage models of osgViewer will create a
 TrackballManipulator for you.

 Whether the object is in view does not just depend on the projection
 matrix, it also depends on the view matrix. If you set up your projection
 matrix like you said, but your view matrix is identity except for a
 translation by (0, -2000, -1000), then you will still see your node. And by
 default, on first frame, the default camera manipulator will do just that -
 change the view matrix so that the whole scene is visible...

 So if you want total control over camera placement and projection, remove
 the camera manipulator. And if you want to see why your node is visible,
 check the view matrix of your camera after a few frames in the debugger...

 Hope this helps,

 J-S
 --
 __
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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