Hi Paul,
Maybe a stupid question but have you tried the osgedit? I see that
people have put it on github too. Would be nice to update it and revive
it? Essentially the OSG has not changed that much after all...
Cheers, good luck
Raymond
On 10/11/2019 4:07 AM, Paul Leopard wrote:
Hi,
Well
Hi,
Wrt Qt: you might be interested in the upcoming rendering interface
abstraction where no direct OpenGL calls are made anymore. Not sure if
it helps, let us know!
Cheers, good luck,
Raymond
On 10/2/2019 8:02 PM, Jan Ciger wrote:
Hello,
On 02/10/2019 15:23, Trajce Nikolov NICK wrote:
H
Hi Franz-Josef,
Plz check out osgrecipes, it has such vlc integration.
Regards
Raymond
> Op 26 sep. 2019 om 16:56 heeft Franz-Josef Schneider het
> volgende geschreven:
>
> Hi,
> my students and I use OSG since 15 years and it works fine. We create plugins
> for Mathematics and Computer Gra
Hey Zachary,
You could do yourself a favor and check how many messages you sent about
this subject. And therefore how much time you have been asking from the
people in the (very friendly and patient) community of the OSG.
Let's speak for myself, answering one of your questions "Are there even
Hi Chris,
I am looking through old mail and saw your questions. I have seen the
code and as far as I can remember it was not used for rendering. It was
not open source.
Send me a PM for more details if you like.
Cheers
Raymond
On 7/12/2019 9:09 AM, Chris Hanson wrote:
While looking into
Hi Robert,
Still builds fine with MSVC2017 64 bit, including a lot of dependencies
like the osgEarth.
Cheers,
Raymond
On 7/22/2019 8:27 PM, Robert Osfield wrote:
Hi All,
Some further refinements are now checked in so I've wrapped them up in
the 3.6.4-release candidate 8:
https://github.
Hi Nick,
Just to be sure, you are aware of the osgRecipes and osgPhysX I guess?!
What are your simple questions that you have?
Keep us posted about your findings, please.
Cheers,
Raymond
On 3/13/2019 9:45 AM, Trajce Nikolov NICK wrote:
Hi community,
anyone familiar with these two and will
indows and willing to share?
Thanks a bunch!
On Thu, Nov 22, 2018 at 11:15 AM Raymond de Vries <mailto:reede...@gmail.com>> wrote:
Hi,
Reading the source code of the osgmovie example there is sample
code for using SDL or SDL2. Maybe that helps?
Cheers, good luck,
Ray
Hi,
Also check this one: https://github.com/xarray/osgRecipes/wiki and then
search for VLC. The VLC will play your audio too, and is synchronised.
Not ready for spatial audio though...
Cheers, hth,
Raymond
On 11/21/2018 10:31 PM, Chris Hanson wrote:
Refer to Mattias Helsing's answer here:
Hi,
Reading the source code of the osgmovie example there is sample code for
using SDL or SDL2. Maybe that helps?
Cheers, good luck,
Raymond
On 11/21/2018 10:31 PM, Chris Hanson wrote:
Refer to Mattias Helsing's answer here:
http://forum.openscenegraph.org/viewtopic.php?t=9707
You need an
Hi Rodrigo,
Without having read your mail in detail I have a suggestion. Do you know
artoolkit and the integration with osg? It sounds to me that you can
learn from that project.
https://github.com/artoolkit/artoolkit5
https://github.com/artoolkit/artoolkit5/tree/master/examples/simpleOSG
Pl
Hi Igor,
I would suggest to use the latest version of the OSG since the text code
has been changed a lot. Not sure if it resolves your issue but worth a try.
Cheers,
Raymond
On 7/4/2018 7:31 AM, Igor Spiridonov wrote:
Hi.
I have about 4000 osg::Text drawables in the scene. If i'm changing
Hi Michael,
Isn't this work necessary for the Hololens?
Cheers
Raymond
On 6/4/2018 2:36 PM, michael kapelko wrote:
Hi.
Now that Windows Phone is dead, I wonder if UWP still makes any sense
to invest into.
OSG runs fine on newest Windows as it is now, so I wonder why would we
want UWP for. X
, Bruno Oliveira wrote:
I was wondering if OSG had wrappers for cUrl and libpng!
2017-12-02 19:27 GMT+00:00 Raymond de Vries <mailto:ree...@xs4all.nl>>:
Hi Bruno,
Did you try it just by using a full url? I believe that when you
have the curl plugin built, and the png plugin
Hi Bruno,
Did you try it just by using a full url? I believe that when you have the curl
plugin built, and the png plugin of course, it will work as you expect.
Cheers
Raymond
Verstuurd vanaf mijn iPad
> Op 2 dec. 2017 om 19:21 heeft Bruno Oliveira
> het volgende geschreven:
>
> Hey,
> are
Nice that it works.
Thanks for the feedback.
Cheers
Raymond
On 24/11/2017 13:50, Andrea Martini wrote:
Hi to all,
it seems that the problem is caused by 3DSmax exporter (both fbx and osgt). I
used the blender exporter (fbx) and i was able to load animation.
Thank you!
Cheers,
Andrea
-
Hi,
Not knowing the details of your model and how it is setup, it is
hard/impossible to make other suggestions. I do know that the fbx format
does support skinned models and that the osg fbx plugin can load and
render them properly. Fbx supports a lot of combinations so I suggest to
look into
Hi Andrea,
I second Alberto's suggestion to use fbx when working with 3dsmax.
Latest OSG versions are finding the latest FBX SDK versions correctly
and the fbx plugin is built properly. At least, I can confirm this for
Visual Studio on Windows.
You did not write details about your code and t
Hi Julien,
I expected this indeed, your combination of RigHWTrans and MDI. I have been
watching your movies. Is there a way that I/we out a similar scenario? Either
here or a pm. I would be happy to try out more scenarios.
Cheers,
Raymond
Verstuurd vanaf mijn iPad
> Op 12 nov. 2017 om 16:18
Hi Robert, Julien,
Fyi, I rebuilt master with VS2015 32 bit and all it (still) building
fine. Nathan is also rendering fine.
Julien, can you elaborate what has changed from a user's point of view
wrt your osganimation changes? What did you improve in particular and
what other/new possibiliti
Hi Julien, Robert,
The fix in the osganimation branch is working with VS2015 too. Fyi, the
original nathan.osg in git is also working ok. Nice :-)
Cheers,
Raymond
On 11/6/2017 7:40 AM, Raymond de Vries wrote:
Hi Julien,
Thanks for sharing. I will look at it this week, hopefully others
ge it in if it works for people.
Arthur
On Fri, Nov 3, 2017 at 11:26 AM, Chris Hanson
mailto:xe...@alphapixel.com>> wrote:
That's weird.
Why isn't this a part of the main OSG distribution?
On Fri, Nov 3, 2017 at 11:52 AM, Raymond De Vries
int to uint in skinning.vert )
Once these tests validated elsewhere than my computer, It will confort me in
the validity of the branch so i can make PRs to master (and to osgdata).
Cheers
robertosfield wrote:
Hi Raymond & Julien,
On 2 November 2017 at 14:17, Raymond de Vries < ()> wrot
Hi Chris,
I remember a few discussions about this subject. Please search the archives.
One of them is https://bitbucket.org/digitalis/osg-ffmpeg-plugin if I remember
correctly this one can do 4k.. plz keep us updated.
Cheers!
Raymond
> On Nov 3, 2017, at 17:07, Chris Hanson wrote:
>
> Just
gdata).
Cheers
robertosfield wrote:
Hi Raymond & Julien,
On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:
I have not seen any issues in our own use of the osgAnimation. We tested in a
few different setups and all seems ok.
The only thing is that the example did not work for m
to osgdata).
>
> Cheers
>
>
> robertosfield wrote:
>> Hi Raymond & Julien,
>>
>>> On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:
>>>
>>> I have not seen any issues in our own use of the osgAnimation. We tested in
&
Hi Robert,
I have not seen any issues in our own use of the osgAnimation. We tested
in a few different setups and all seems ok.
The only thing is that the example did not work for me with Visual
Studio 2015, while it does work for Julien.
Cheers
Raymond
On 11/2/2017 2:55 PM, Robert Osfie
nks, cheers,
Raymond
On 30-10-2017 16:08, Raymond de Vries wrote:
Hi Robert,
On 10/30/2017 4:04 PM, Robert Osfield wrote:
Hi Raymond,
On 30 October 2017 at 14:58, Raymond de Vries < ()> wrote:
With these changes applied, did you get a chance to test how the new rev o
:
Hi Julien,
To start with, can you point us which model we should use to try out the
osganimationhardware example? nathan.osg does not load. Can you share a model
that should work?
Thanks, cheers,
Raymond
On 30-10-2017 16:08, Raymond de Vries wrote:
Hi Robert,
On 10/30/2017 4:04 PM, R
Hi Julien,
To start with, can you point us which model we should use to try out the
osganimationhardware example? nathan.osg does not load. Can you share a
model that should work?
Thanks, cheers,
Raymond
On 30-10-2017 16:08, Raymond de Vries wrote:
Hi Robert,
On 10/30/2017 4:04 PM
Hi Robert,
On 10/30/2017 4:04 PM, Robert Osfield wrote:
Hi Raymond,
On 30 October 2017 at 14:58, Raymond de Vries <mailto:ree...@xs4all.nl>> wrote:
With these changes applied, did you get a chance to test how the
new rev of osgAnimation is working?
No, sorry, no time
Hi Robert,
On 10/30/2017 3:53 PM, Robert Osfield wrote:
On 30 October 2017 at 13:05, Robert Osfield <mailto:robert.osfi...@gmail.com>> wrote:
Hi Raymond,
On 30 October 2017 at 12:42, Raymond de Vries mailto:ree...@xs4all.nl>> wrote:
Yes, indeed, please see
Hi Robert,
Yes, indeed, please see the submissions mail ;-)
Cheers
Raymond
On 10/30/2017 1:40 PM, Robert Osfield wrote:
Hi Raymond et. al,
On 27 October 2017 at 19:24, Raymond de Vries <mailto:ree...@xs4all.nl>> wrote:
I will give it another try this weekend and let you kn
Hi Robert,
I will give it another try this weekend and let you know how it goes. Hope it
can be resolved quickly.
Cheers,
Raymond
Sent from my iPad
> On Oct 27, 2017, at 18:33, Robert Osfield wrote:
>
> Hi Raymond,
>
>> On 27 October 2017 at 14:41, Raymond de Vries
Hi,
FWIW, I tried to build the osganimation branch last week or so with
Visual Studio 2015 and it did not build. I did not have time to look
into the issues but plan to do so asap.
Fyi, I will test with fbx models that I have used successfully with
previous versions of the OSG.
Cheers,
Ray
Hi Robert, all,
Fyi, I have done a build with VS2015 32 bit on Windows 10 and the osg
builds fine.
Cheers
Raymond
On 10/9/2017 1:33 PM, Robert Osfield wrote:
Hi All,
I have just tagged the 3.5.7 developer release to wrap up various
community and my own fixes/refinements since May.
http
Hi everyone,
Thanks a lot for your suggestions. Based on your extra remarks, we will
make up our minds and go on.
Cheers,
Raymond
On 6-9-2017 10:23, Robert Osfield wrote:
Hi Raymond,
There a number of ways of mixing polygonal data with height fields,
the best way will depend upon the r
Burns worked on, I doubt it still
> compiles these days, but may be of interest.
>
> best wishes
>
> /Mike
>
>> On 5 September 2017 at 09:13, Raymond de Vries wrote:
>> Hi everyone,
>>
>> I have a question about the implementation of an idea: I would lik
Hi Julien,
This sounds promising and I will try it out. For my/our understanding: should
we be able to use our models from for instance fbx files as-is?
Is there a relation, or will there be, with your MDI work?
Cheers,
Raymond
Verstuurd vanaf mijn iPad
> Op 5 sep. 2017 om 20:57 heeft Julien
Hi everyone,
I have a question about the implementation of an idea: I would like to
adapt the vertices in a height field based on a triangle/polygon. So I
would like to start with a height field and push/pull vertices with a
triangle/polygon so that the height field is flattened according to t
Hi Michael,
Nice job, will certainly use it!
Cheers,
Raymond
On 7/1/2017 10:04 AM, Robert Osfield wrote:
Great work Michael :-)
On 30 June 2017 at 18:16, michael kapelko wrote:
Hi.
TL;DR Sample OpenSceneGraph application in Web:
https://ogstudio.github.io/openscenegraph-cross-platform-gu
Hi,
I don't think it is an issue of the osg itself. Please search the mailing
list/forum for similar questions about this. It has to do with windows display
scaling.
Hth, regards
Raymond
> On Jun 11, 2017, at 09:57, sangjingrui wrote:
>
> Thank you for your patience of reading this mail.
> I
Hi Ravi,
It is hard not to be interested, after your enthousiast mail. So yes!
Cheers,
Raymond
On 23-5-2017 23:04, Ravi Mathur wrote:
Hi all,
A looong time ago I had created the DepthPartitionNode, which split up an OSG
scene into multiple depth partitions and rendered them with multiple
Thanks for the feedback.
Cheers
Raymond
On 23-5-2017 10:44, Bruno Oliveira wrote:
I found out what my problem was. Since I was adding to vectors, I
needed to set vec.w = 1;
Thanks anyway!
2017-05-22 20:31 GMT+01:00 Raymond de Vries <mailto:ree...@xs4all.nl>>:
Hi Bruno,
Hi Bruno,
Can you provide more information about your setup? Platform, gfx card,
osg version, etc. Have you seen and tried the osg example
osgdrawinstanced? Writing "not working" is probably too little info for
people to help you ;-)
Cheers,
Raymond
On 5/22/2017 8:17 PM, Bruno Oliveira wr
Dear Duc,
If you read your own first mail with the code snippet you pasted:
virtual void operator () (osg::RenderInfo& renderInfo) const
{
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
glReadBuffer(_readBuffer);
#else
osg::notify(osg::NOTICE)<<"Error:
Hi Andrea,
One question/test: have you been able to run osgviewerQt on Windows for
instance? Usually, I need to patch src/osgQt/GraphicsWindowQt.cpp in 2
locations in order to prevent illegal values for scaled_width and/or
scaled_height:
void GLWidget::resizeEvent( QResizeEvent* event )
{
re is release for Mac OS too) or this
apitrace. You can easely catch the OpenGL: error - with gDebugger it
can show you the source code line producing the error
On Sat, Oct 15, 2016 at 2:26 PM, Raymond de Vries <mailto:ree...@xs4all.nl>> wrote:
Hi Robert,
Ouch, typo, I me
OR_CHECKING set to
ONCE_PER_ATTRIBUTE, setting the env var to OSG_GL_ERROR_CHECKINGas
your specified will not change the setting, so will default to
ONCE_PER_FRAME.
Robert.
On 15 October 2016 at 09:13, Raymond de Vries wrote:
Hi,
I did another test and the output with default se
id operation' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
Cheers, hth,
Raymond
On 14-10-2016 13:51, Raymond de Vries wrote:
Hi Robert,
Yes, indeed, that's the OpenGL error. I have build the same version on
W
o home in a bit more closely to what
might be causing the GL error.
Another useful bit of information is the last OSG version that doesn't
report the above error on our system. It could be that the cause of
the GL error precedes the VAO work.
Cheers,
Robert.
On 14 October 2016 at 11:13, Ray
Hi Robert,
I just tried a build from this mornings git master on my Mac book (up to
date OSX and dependencies) and both the default and VAO paths result in
OpenGL errors. I have attached 2 (stripped) logs which I created after I
increased the notify level. Rendering results of cow, cessna and
emplate methods that VisualStudio isn't handling correctly.
Robert.
On 29 April 2014 17:55, Raymond de Vries wrote:
Hi,
Coincidence, or not, I was going to report the same :-)
On windows, lua is not a standard thing so I guess that it is not built often.
Nor used?
I am trying to
Hi,
Coincidence, or not, I was going to report the same :-)
On windows, lua is not a standard thing so I guess that it is not built often.
Nor used?
I am trying to build the plugin with lua from
https://code.google.com/p/luaforwindows/ (5.1.4) with 32 bit visual studio 2008
(vc9).
What optio
settings.
Thanks for your help.
cheers
Raymond
On 11/24/2013 2:27 PM, Simon Hammett wrote:
Ah, you might have a broken cmake.
One of the versions I downloaded recently was broken for windows; had
to update to a point release.
On 24 November 2013 07:57, Raymond de Vries <mailto:
ime.
>
> Also check to see if there is a custom build rule which is trying to run mt.
> If so delete the rule and let VS take care of running mt
>
>
>> On 23 November 2013 22:48, Raymond de Vries wrote:
>> Hi guys,
>>
>> Can you tell me which combination
om my iPad
> On Nov 23, 2013, at 23:33, Raymond de Vries wrote:
>
> Hi Terry,
>
> Ok, that makes sense to me, and matches my findings so far. I have tried to
> get access to C: by changing the permissions but no luck so far, despite all
> the instructions online.
>
>
Hi Terry,
Ok, that makes sense to me, and matches my findings so far. I have tried
to get access to C: by changing the permissions but no luck so far,
despite all the instructions online.
I find it pretty hard to accept that windows is trying to protect me and
not let me use my machine as I
supposed similar problems could be triggered by
other programs in the background scanning filesystem for changes. In
my case killing TortoiseGIT cache process was helping me.
Wojtek
2013/11/22 Raymond de Vries mailto:ree...@xs4all.nl>>
Hi,
No, I am using a local account. It
Hi,
No, I am using a local account. It's a fresh installation. Did you
change any settings for your account?
cheers
Raymond
On 11/22/2013 10:42 PM, Torben Dannhauer wrote:
Hi,
Im compiling various projects including OSG on windows 8 with VS 2012 and
VS2013 - I have no problem with such an
Hi guys,
It's OT but I do like to ask your help with building the OSG on Windows
8. I was wondering if anyone can give me a hand with building the OSG on
Windows 8. I have build OSG numerous times on any other platform but now
I am trying to build the OSG (3.1.1 but that does not matter) on Wi
Hi,
From what I remember, the original mail on the list about the ffmpeg
plugin mentioned such a setup. Maybe you can look that message up? Plz
keep us posted about your findings.
hth
Raymond
On 9/26/2013 1:56 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Has anyone had any l
n 4/2/13 11:24 PM, Raymond de Vries wrote:
Hi guys,
I am trying to build osg 3.1.5 for Mac OSX with Xcode 4.6.1 using the
SDK MacOSX10.8.sdk. I have tried 3.1.4 and compilation stops with the
same error:
.../src/osgPlugins/avfoundation/OSXAVFoundationVideo.mm:111:5: error:
unknown type
Hi guys,
I am trying to build osg 3.1.5 for Mac OSX with Xcode 4.6.1 using the
SDK MacOSX10.8.sdk. I have tried 3.1.4 and compilation stops with the
same error:
.../src/osgPlugins/avfoundation/OSXAVFoundationVideo.mm:111:5: error:
unknown type name
'AVPlayerItemVideoOutput'
AVPlayer
Hi,
That is because TextureRectangle is used and not Texture2D. Look up the
difference in the OpenGL pages.
HTH
Raymond
On 10/10/2012 2:46 PM, Peterakos wrote:
Hello.
in the example osgmultiplerenderingtargets, why are the texture
coordinates initialized as:
0,0
tex_width, 0
tex_widt
Tools for Xcode - Late March 2012"
(did not build yet)
osgIPhoneViewer now builds properly and starts (in simulator).
thanks a lot!
Raymond
On 5/3/2012 11:50 AM, Stephan Maximilian Huber wrote:
Hi Raymond,
Am 03.05.12 11:18, schrieb Raymond de Vries:
I would like to follow your procedur
Hi Stephan,
I would like to follow your procedure to build a set of iOS libs and I
am following your instructions in this mail and on the new website
(which is progressing nicely btw, congrats!). I have some questions
though...
In this mail, you mention that cmake nightly build should be usable
Reference Counting. It's currently
working with GLES1. I mentioned the github address on a previous
e-mail on this thread.
Eduardo
On Wed, May 2, 2012 at 12:11 PM, Raymond de Vries wrote:
Hi Stephan, Thomas,
I would like to follow your procedure to build a set of iOS libs and I am
following
Hi Stephan, Thomas,
I would like to follow your procedure to build a set of iOS libs and I
am following your instructions in this mail and on the new website
(which is progressing nicely btw, congrats!). I have some questions
though...
In this mail, you mention that cmake nightly build shoul
O, that was pretty dumb of me. It's the databasepager of course... So plz don't
mind my silly question.
Regards
Raymond
Sent from my iPad
On Feb 17, 2012, at 8:10 PM, Raymond de Vries wrote:
> Hi,
>
> I am pretty sure that I have seen an example (standard OSG) that s
Hi,
I am pretty sure that I have seen an example (standard OSG) that shows
how to load models from different threads, at the same time. I can't
find it anymore though...?! Can anyone point me at an example that shows
this?
Thanks a lot, cheers
Raymond
___
Hi,
Fyi: (most of the times) libpng depends on libz too. Do you have that
one in your path as well?
hth
Raymond
On 7/4/2011 4:49 PM, Paul Martz wrote:
If you set OSG_NOTIFY_LEVEL=DEBUG_FP in your environment, you can see
each directory that OSG searches when attempting to lead the plugin.
Hi,
Are you sure that the shaders can be found properly? I.e. is the
OSG_FILE_PATH set?
Raymond
On 5/18/11 11:22 PM, mike.weib...@gmail.com wrote:
What OS, GPU, driver?
-- mew
--Original Message--
From: John Warner
Sender: osg-users-boun...@lists.openscenegraph.org
To: osg-users@
Hi,
Ok, no prob. Fyi: I used 2.49b and the model exported ok.
cheers, have fun
Raymond
On 5/7/2011 11:39 AM, Martin Scheffler wrote:
Reedev:
I used the 2.57 plugin tghat damyon posted.
Thank you!
Cheers,
Martin
--
Read this topic online here:
http://forum.openscenegraph.or
Hi Martin,
I believe that you can use the blender osg exporter only up until
version 2.49b, i.e. 2.5 and higher cannot be used.
Also, take into account (I got that info from Cedric) that the model
needs to have up-to-date materials. The older materials are not exported.
good luck
Raymond
Hi Aitor,
I was wondering if you had posted an example about what you did. I would
like to try out exactly the same.
Thanks a lot, cheers
Raymond
On 4/5/2011 5:03 PM, Aitor Ardanza wrote:
Ok, I got it!
All my problems were on the orientation of the bones in the model...
Now, t
Hi,
Fyi: I built and tested on Mac OSX Snow Leopard and the ffmpeg plugin is
working ok.
Thanks for all the hard work!
Raymond
On 4/7/2011 4:43 AM, Chris 'Xenon' Hanson wrote:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc3
This is intended to be the
Hi,
I am making the move from cal3d/osgCal towards the osgAnimation
character animation. Now I would like to keep using my current models
and I wonder what the best way is to get my characters into osgAnimation.
Does anyone have advice? Can fbx do the job?
thanks a lot
Raymond
_
Congrats, Aitor! You must be a happy man! :-)
On 4/5/2011 5:03 PM, Aitor Ardanza wrote:
Ok, I got it!
All my problems were on the orientation of the bones in the model...
Now, the avatar is animated well, though a bit slowly ... I will need a more
powerful graphics card!
I'll post
Hi Aitor,
I don't have a solution (but I am following your work with great
interest!) but maybe the Ogre example on openni.org might give you some
clues. It can be found here:
https://github.com/OpenNI/SampleAppSinbad
cheers, have fun
Raymond
On 3/31/2011 12:02 PM, J.P. Delport wrote:
Hi
Hi,
I am pretty new to MacOSX and I am trying to get a live image from the
webcam on my MacBook Pro in osgmovie (osg 2.9.11). I have read that this
should be possible with the quicktime plugin but on the other hand I see
that the quicktime plugin is deprecated in favor of the imageio plugin.
Hi Gianni,
As far as I can see the euler animation is not working at all: no
rotation. The euler animation is not 'routed', so to say. There are no
'pre-defined' words or so, the words have to match for correct routing
(like the 'position').
regards
Raymond
On 7/7/2010 6:31 PM, Gianni Amb
o fix then I'll let him jump in an address it before I make the dev
release, otherwise I'll just make the release and we can look into
next week. Please chase Cedric up on this one though ;-)
Robert.
On Fri, Jun 18, 2010 at 10:38 AM, Raymond de Vries wrote:
Hi Robert,
I am using o
Hi Robert,
I am using osgAnimation more and more and it seems to me that at least 2
examples are not working 100%:
- osganimationtimeline does not animate the diffuse material for the
head, as far as I can see (nathan.osg)
- osganimationsolid does not animate the 2nd animation ("euler"), as far
Hi list,
I've got models which are modeled in 3dsmax and are exported with OSGExp
to .ive or .osg. I have (transformation) animations in 3dsmax (8 or 9)
which are then exported to AnimationPathCallbacks. When I load these in
osg they are animating nicely. However, I would like to have detailed
Hi,
Fyi, you can also remove a callback by using NULL, the ref counting
would clean it up then. Would that help?
Cheers
Raymond
On 6/11/2010 1:34 PM, Alberto Luaces wrote:
"daniele argiolas" writes:
Thank you. I don't understand where is the error because in my program I simply
call
vn of both osg and osg-data.
Cheers
Raymond
On 6/9/2010 3:02 PM, Raymond de Vries wrote:
Hi,
Ah, I did take a look at nathan but not close enough, obviously...
Any idea how to get it from 3dsmax?
thnx
Raymond
On 6/9/2010 2:51 PM, Serge Lages wrote:
Hi,
Have a look to the nathan.osg ex
:48 PM, Raymond de Vries <mailto:ree...@xs4all.nl>> wrote:
Hi everyone,
I would like to find a way to animate my material (amb, diff,
spec, emiss), and more specifically for now: the alpha component.
Now that osgAnimation is very useful I would like to implement
Hi everyone,
I would like to find a way to animate my material (amb, diff, spec,
emiss), and more specifically for now: the alpha component. Now that
osgAnimation is very useful I would like to implement this via
osgAnimation. In the examples (svn) I don't see an example, or else I am
overloo
k 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
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
.
best regards
Raymond
On 4/22/2010 10:45 AM, Raymond de Vries wrote:
Hi Sege,
I searched the web a lot as well and I couldn't find a solution
either. I wonder if this is possible at all, at the directshow level.
Thinking and trying further, I see that vlc has a de-interlace option.
This wou
Hi,
Thanks for sharing, although I don't understand why this is working and
your other approach is not...
cheers
Raymond
On 4/27/2010 4:55 PM, daniele argiolas wrote:
The problem was that applied the updatecallback directly to the node.
Now I make a MatrixTransform object and I add the nod
Hi Daniele,
Could you please let us know what it was?
thanks
Raymond
On 4/27/2010 4:02 PM, daniele argiolas wrote:
Solved!
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27314#27314
___
osg-use
2010 at 8:51 AM, Raymond de Vries mailto:ree...@xs4all.nl>> wrote:
Hi,
I am using the directshow plugin with great fun, and now I encounter
a firewire based camera that gives me interleaved images. I use the
plugin on Windows 7 and the camera is found properly (drivers
in
Hi,
I am using the directshow plugin with great fun, and now I encounter a
firewire based camera that gives me interleaved images. I use the plugin
on Windows 7 and the camera is found properly (drivers installed
automatically). The image from the camera produce ugly artifacts when I
use the
-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Raymond de
Vries
Sent: 23 February 2010 15:30
To: OpenSceneGraph Users
Subject: [osg-users] Multi-GPU on Windows 7, second window is black when the
first window has focus?
Hi osg-users,
I would
Hi J-S,
Fyi: I tried to go back in time w.r.t. nvidia drivers but the helpful
(sigh...) windows update kept installing version 196.21 somehow...
I installed 196.34 (from laptopvideo2go) and the problem is still the same.
I do have the OpenGL knowledge but lack of time to dive into this.
Is i
Hi osg-users,
I would like to report/ask a problem that I encounter when I use 2
GeForce GTS 250 cards in my Windows 7 Home Premium 32 bit system. With
all the combinations of enabled/disabled SLI and connected/disconnected
SLI bridge, I get a black window on my 2nd monitor when I use osgviewe
irectshow graph or so.
But that would result in some dependancies that I don't want/like.
regards
Raymond
-Nick
On Fri, Feb 5, 2010 at 6:56 PM, Raymond de Vries <mailto:ree...@xs4all.nl>> wrote:
hmm, sweet. Incl multitouch :-)
Btw how do you do streaming with direct
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