Re: [osg-users] Manipulator assign screen buttons

2011-06-20 Thread daniele argiolas
thank you! done!

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[osg-users] Manipulator assign screen buttons

2011-06-16 Thread daniele argiolas
Hi,
how to assign manipulator movement (drive manipulator) to buttons on the 
screen? Is there a simple way?
I just know how to create buttons and events.

thanks in advance

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[osg-users] Trackball manipulator start position

2011-05-27 Thread daniele argiolas
Hi,
I'm trying to modify simple application osgViewer.
I want to set the initial position of the camera (trackball manipulator).

How? I try to set it with setByMatrix, setByInverseMatrix but nothing.

can you explain me?

thanks

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Re: [osg-users] Trackball manipulator start position

2011-05-27 Thread daniele argiolas
ok!!! thank you very much!

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Re: [osg-users] osg Widget image transparent

2011-05-25 Thread daniele argiolas
thank you very much, solved! :)

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[osg-users] osg Widget image transparent

2011-05-23 Thread daniele argiolas
Hi,
is there a way to put a semitransparent image in a widget?

I build my widget as:


Code:
 
  widget = new osgWidget::Widget(imageSrc,notifySize[0],notifySize[1]);
  widget-setColor(1.0,1.0,1.0,1.0);
  widget-setImage(imageSrc);
  widget-setSize(notifySize);
  widget-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT);
  widget-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT);
  widget-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT);
  widget-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT);
  widget-setAlignHorizontal(osgWidget::Widget::HA_CENTER);
  widget-setAlignVertical(osgWidget::Widget::VA_CENTER);
  widget-setLayer(osgWidget::Widget::LAYER_TOP );




imageSrc is a PNG transparent file, but I can't see the trasparence.

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[osg-users] rewind imported animated model

2011-04-19 Thread daniele argiolas
Hi,
in my program I load a file (a collada animation) then like in 
osganimationviewer example I make a AnimationManagerFinder structure, I set 
setPlayMode(osgAnimation::Animation::ONCE); and I play animation.

This file is referenced by some objects but after I play for the first time the 
animation, if I try to restart the animation it stuck in last frame.

Can you help me?

thanks
daniele

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[osg-users] [osgPlugins] Convert DAE animation into IVE (or OSG)

2011-04-04 Thread daniele argiolas
Hi,
is there a way to convert DAE animation into IVE (or OSG)?
I try with osgconv but it seems that the result isn't animated.

Thank you!

daniele

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[osg-users] [osgPlugins] osg Dae plugin error: Texture coordinate set 0 not found

2011-03-25 Thread daniele argiolas
Hi,
when I open some collada file, created with maya, in osg 2.9.11 I've this 
error: 
osg Dae plugin error: Texture coordinate set 0 not found

and the result is that the texture isn't loaded.

why??

thanks

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[osg-users] Light intensity and color

2011-03-21 Thread daniele argiolas
Hi,
when I put a light in my scene I notice that I can set position, direction, 
attenuation and diffuse, specular and ambient components.
The first problem is, how can I set intensity of light? My light with this 
basic setting is to much strong.

The second problem concerns color light. Why I can't set intermediate colors 
but only primary colors?

thank you very much
daniele

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Re: [osg-users] Question about camera 2d

2011-03-15 Thread daniele argiolas
solved.

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[osg-users] Question about camera 2d

2011-03-14 Thread daniele argiolas
My setup now is:


Code:

viewer = new osgViewer::Viewer();
shadowedScene = new osgShadow::ShadowedScene();
scene2d = new osg::Group();
root = new osg::Group();

viewer-setUpViewOnSingleScreen(0);
windowManager = new osgWidget::WindowManager(viewer,width,height, MASK_2D);
osg::Camera* camera = windowManager-createParentOrthoCamera(); 
scene2d-addChild(camera);

root-addChild(shadowedScene.get());
root-addChild(scene2d);

viewer-setSceneData(root);

GameManager::getViewer()-setCameraManipulator(new 
osgGA::TrackballManipulator());




I have a widget bar and a main 3d view (with Trackball manipulator).

I want to substitute trackball manipulator with a camera located over my scene. 
How do I have to configure camera, viewport ecc. 
I try but I don't understand how.

thank you very much
Daniele

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Re: [osg-users] osgShadow texture problem

2011-03-03 Thread daniele argiolas
nothing?

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Re: [osg-users] Using osgShadows I can't see widgets

2011-02-11 Thread daniele argiolas
ok, solved!

thank you!!!

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Re: [osg-users] osgShadow texture problem

2011-02-11 Thread daniele argiolas
In attachment osg file that doesn't work. When I activate osgShadow, I can't 
see texture.

In osg file there's field textureUnit 0 {}. If I remove this and change, 
texture works.

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PositionAttitudeTransform {
  name Collada visual scene group
  nodeMask 0x
  cullingActive TRUE
  StateSet {
DataVariance STATIC
rendering_hint DEFAULT_BIN
renderBinMode INHERIT
  }
  referenceFrame RELATIVE
  position 0 0 0
  attitude 0.707107 0 0 0.707107
  scale 1 1 1
  pivotPoint 0 0 0
  num_children 1
  MatrixTransform {
name Strada_Dritta_01
nodeMask 0x
cullingActive TRUE
referenceFrame RELATIVE
Matrix {
  1 0 0 0
  0 1 0 0
  0 0 1 0
  0 0 0 1
}
num_children 1
Geode {
  nodeMask 0x
  cullingActive TRUE
  num_drawables 1
  Geometry {
DataVariance STATIC
name lambert4SG
StateSet {
  DataVariance STATIC
  rendering_hint DEFAULT_BIN
  renderBinMode INHERIT
  GL_CULL_FACE ON
  Material {
ColorMode OFF
ambientColor 0 0 0 1
diffuseColor 1 1 1 1
specularColor 0 0 0 1
emissionColor 0 0 0 1
shininess 0
  }
  textureUnit 0 {
  }
  textureUnit 1 {
GL_TEXTURE_2D ON
Texture2D {
  file C:\\Documents and Settings\\All 
Users\\Documenti\\ARGame\\Texture_DEF\\Strada_Dritto.jpg
  wrap_s REPEAT
  wrap_t REPEAT
  wrap_r CLAMP
  min_filter LINEAR_MIPMAP_LINEAR
  mag_filter LINEAR
  maxAnisotropy 1
  borderColor 0 0 0 0
  borderWidth 0
  useHardwareMipMapGeneration TRUE
  unRefImageDataAfterApply TRUE
  internalFormatMode USE_IMAGE_DATA_FORMAT
  resizeNonPowerOfTwo TRUE
  shadowComparison FALSE
  shadowCompareFunc GL_LEQUAL
  shadowTextureMode GL_LUMINANCE
}
TexEnv {
  mode MODULATE
}
  }
}
useDisplayList TRUE
useVertexBufferObjects FALSE
PrimitiveSets 1
{
  DrawElementsUInt TRIANGLES 132
  {
0 3 6 6 3 8 40 43 49 49
43 46 10 12 14 14 12 17 36 38
1 1 38 4 5 39 9 9 39 30
37 2 33 33 2 7 55 52 61 61
52 58 15 26 11 11 26 23 16 18
27 27 18 28 20 29 13 13 29 19
34 31 24 24 31 21 26 37 23 23
37 33 27 28 36 36 28 38 30 39
20 20 39 29 6 8 41 41 8 44
9 30 45 45 30 47 32 35 48 48
35 50 33 7 51 51 7 42 25 22
56 56 22 53 20 13 54 54 13 59
12 10 60 60 10 62 11 23 63 63
23 57 
  }
}
VertexArray Vec3Array 64
{
  0.999613 0 0.999415
  0.999613 0 0.999415
  0.999613 0 0.999415
  0.999613 0 -0.999398
  0.999613 0 -0.999398
  0.999613 0 -0.999398
  0.999613 0.00739819 0.999415
  0.999613 0.00739819 0.999415
  0.999613 0.00739819 -0.999398
  0.999613 0.00739819 -0.999398
  -0.999199 0.00739819 0.999415
  -0.999199 0.00739819 0.999415
  -0.999199 0.00739819 -0.999398
  -0.999199 0.00739819 -0.999398
  -0.999199 0 0.999415
  -0.999199 0 0.999415
  -0.999199 0 0.999415
  -0.999199 0 -0.999398
  -0.999199 0 -0.999398
  -0.999199 0 -0.999398
  -0.807709 0.00739819 -0.999398
  -0.807709 0.00739819 -0.999398
  -0.807709 0.00739819 -0.999398
  -0.807709 0.00739819 0.999415
  -0.807709 0.00739819 0.999415
  -0.807709 0.00739819 0.999415
  -0.807709 0 0.999415
  -0.807709 0 0.999415
  -0.807709 0 -0.999398
  -0.807709 0 -0.999398
  0.807909 0.00739819 -0.999398
  0.807909 0.00739819 -0.999398
  0.807909 0.00739819 -0.999398
  0.807909 0.00739819 0.999415
  0.807909 0.00739819 0.999415
  0.807909 0.00739819 0.999415
  0.807909 0 0.999415
  0.807909 0 0.999415
  0.807909 0 -0.999398
  0.807909 0 -0.999398
  0.999613 0.0239958 0.999415
  0.999613 0.0239958 0.999415
  0.999613 0.0239958 0.999415
  0.999613 0.0239958 -0.999398
  0.999613 0.0239958 -0.999398
  0.999613 0.0239958 -0.999398
  0.807909 0.0239958 -0.999398
  0.807909 0.0239958 -0.999398
  0.807909 0.0239958 -0.999398
  0.807909 0.0239958 0.999415
  0.807909 0.0239958 0.999415
  0.807909 0.0239958 0.999415
  -0.807709 0.0239958 -0.999398
  -0.807709 0.0239958 -0.999398
  -0.807709 0.0239958 

Re: [osg-users] osgShadow texture problem

2011-02-10 Thread daniele argiolas
I find the problem:
some models (made in Maya and exported in Collada then in osg), in osg file 
have texture 0 empty. Perhaps in shadowed scene this is an important value. 
If I remove empty texture and I change other texture numbers it works.

Have you got some ideas about this?

thanks

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[osg-users] Using osgShadows I can't see widgets

2011-02-10 Thread daniele argiolas
Hi, when I use osgShadow, when I put enableShadow=true:


Code:
if(enableShadow)
{
shadowedScene-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
shadowedScene-setCastsShadowTraversalMask(CastsShadowTraversalMask);

osg::ref_ptrosgShadow::ShadowMap sm = new osgShadow::ShadowMap;
shadowedScene-setShadowTechnique(sm.get());
}



I can't see anymore my widgets.

I make my widgets with 

Code:
camera = windowManager-createParentOrthoCamera(); 


In windowManager I add box, label, widget etc.

and then 
Code:
shadowedScene-addChild(camera);



Why?

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[osg-users] osgShadow texture problem

2011-02-09 Thread daniele argiolas
Hi, I've a problem with osgShadow.
I create the shadowed scene as described in examples.

In the scene I've a textured plane, imported (as .ive) and a house over the 
plane, that makes shadows over that. I've also a single light.

When I use ShadowMap, SoftShadowMap and ParallelSplitShadowMap techniques, 
shadows works fine but I can't see house's textures.

Only if I use ShadowTexture technique I see textures but shadows are worst.

In both cases I can see plane's texture.

What's the problem? I add objects in scene normally, with readNodeFile then 
scene-addChild();

Can be a model problem?

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Re: [osg-users] osgShadow texture problem

2011-02-09 Thread daniele argiolas
I notice that with some models textures works.
What could be the problem?


thanks!!!

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Re: [osg-users] osgShadow texture problem

2011-02-09 Thread daniele argiolas
Hi,
I put sm-setTextureUnit(1); but it doesn't change. I don't know if it's 
rendering in Shaders or Fixed, how do I check it?

I can't understand why some models works and others not.

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Re: [osg-users] Making an addchild in realtime

2011-02-04 Thread daniele argiolas
Hi, 
in my application I have an external thread that makes addChild, removeChild 
(and updateCallback) over the scene.
Now I make simple operations and sometimes it happens that the program crashes 
(in the RenderingTraversal).
What means create a command operation that you pass to the viewer? How?
Or to set a mutex in update traversal do I need to modify the osg source?

I try to use getGlobalReferencedMutex() but I don't understand how I have to 
use it.

Thank you
daniele

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[osg-users] osgWidget Nutton getData

2011-01-21 Thread daniele argiolas
Hi,
I've a for cycle that create various buttons and add to them the callback.
I want to pass to button also a string data.

I saw some examples and passes it with
static string data = test;
then in callback
addCallback( new 
osgWidget::Callback(WidgetManager::buttonPress,this,osgWidget::EVENT_MOUSE_PUSH,data)
 );

The problem is that I want that data is different for every cycle, but it's 
static, then doesn't change. If I don't flag it static, it retreives an empty 
string. 

In my function buttonPress I retrieve my data value with:
string *test= static_caststd::string*(ev.getData());

Can you help me?

thank you!
daniele

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[osg-users] Can't find images for osgwidgetprogress.cpp example

2010-11-24 Thread daniele argiolas
Hi,
I can't find in OSG Data images for example osgwidgetprogress.cpp in last 
2.9.9 development version.
Images are progress-outline.png and progress-meter.png but in osgWidget 
directory I can't find them.

thanks
daniele

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Re: [osg-users] Animation with Cubic Bezier path

2010-10-22 Thread daniele argiolas
I've a pratical case, can anybody help me??

I've 4 keyframes: 
v[0] = osg::Vec3(0, 0, 0); 
v[1] = osg::Vec3(20, 0, 0); 
v[2] = osg::Vec3(40, 0, 0); 
v[3] = osg::Vec3(60, 0, 0); 

in times 0,2,4,6

How to move along this keyframes with a constant speed from 0,0 to 60,0???

thanks

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Re: [osg-users] Animation with Cubic Bezier path

2010-10-22 Thread daniele argiolas
yes, I've looked all examples.

I need a bezier path animation with constant speed from first to last keyframe. 
Is it more clear?

How?

thanks



robertosfield wrote:
 Hi Daniele,
 
 Have you looked at the osganimation example?
 
 Robert.
 
 On Fri, Oct 22, 2010 at 12:03 PM, daniele argiolas  wrote:
 
  I've a pratical case, can anybody help me??
  
  I've 4 keyframes:
  v[0] = osg::Vec3(0, 0, 0);
  v[1] = osg::Vec3(20, 0, 0);
  v[2] = osg::Vec3(40, 0, 0);
  v[3] = osg::Vec3(60, 0, 0);
  
  in times 0,2,4,6
  
  How to move along this keyframes with a constant speed from 0,0 to 60,0???
  
  thanks
  
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Re: [osg-users] Animation with Cubic Bezier path

2010-10-20 Thread daniele argiolas
Thank you, but I know how bezier curves work.

I don't understand why in my animation (and also in the standard example 
osganimationpath) I have not a costant speed.

If I create a straight line with bezier I can have no control point (control 
point equal to main point).


thanks
daniele

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[osg-users] Animation with Cubic Bezier path

2010-10-19 Thread daniele argiolas
Hi,

I tried to understand osganimationmakepath example.

I can't understand how to make an animation if I would use simple points like 
these:
v[0] = osg::Vec3(0, 0, 0);
v[1] = osg::Vec3(20, 0, 0);
v[2] = osg::Vec3(40, 0, 0);
v[3] = osg::Vec3(60, 0, 0);

I want an animation without stops between points and with a constant speed. 
What keys I have to add on path?

I don't understand the relationship between control points of bezier and the 
making of animation.

Is there anybody who can me explain?

Thank you!

Cheers,
daniele

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[osg-users] Making an addchild in realtime

2010-07-28 Thread daniele argiolas
Hi,
I've a program that has a thread running extern to osg viewer. I want to make 
an addchild (and removechild) into my scene in my extern thread. I try but it 
nothing appears. After I make the addchild I have to make some particular 
instruction to show this?

Thank you very much
Daniele

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[osg-users] Curve tangent

2010-07-19 Thread daniele argiolas
Hi, I notice that in bezier curves with method getValueAt() I can get the 
coordinates of a specified point in a time t. Is there a way to get the angle 
of curve tangent?

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Re: [osg-users] Question about osgAnimation Bezier curves

2010-07-13 Thread daniele argiolas
Hi, I've these points:


v[0] = osg::Vec3d(  -19,   0,   -60);
v[1] = osg::Vec3d(  -20,   0,   -102);
v[2] = osg::Vec3d(  -22,   0,   -145);
v[3] = osg::Vec3d(  20,   0,   -142);
v[4] = osg::Vec3d(  63,   0,   -139);
v[5] = osg::Vec3d(  145,   0,   -138);


Points v[1], v[2], v[3] describes a curve and it works.

Why when the ball arrives on point v[4] stops

I use the keyframes:

keys-push_back(osgAnimation::Vec3CubicBezierKeyframe(0, 
osgAnimation::Vec3CubicBezier(v[0])));
keys-push_back(osgAnimation::Vec3CubicBezierKeyframe(3, 
osgAnimation::Vec3CubicBezier(v[1],v[2],v[3])));
keys-push_back(osgAnimation::Vec3CubicBezierKeyframe(6, 
osgAnimation::Vec3CubicBezier(v[4] ) ));
keys-push_back(osgAnimation::Vec3CubicBezierKeyframe(9, 
osgAnimation::Vec3CubicBezier( v[5] )));


Where's the error??

Please help me!!

thanks!

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Re: [osg-users] Question about osgAnimation Bezier curves

2010-07-06 Thread daniele argiolas
Ok, thank you, I've understood how cubic bezier works.

I've another question: I notice that the ball stops when it reachs every point. 
Is there a simple way to make a continuous animations, without stops?

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Re: [osg-users] Question about osgAnimation Bezier curves

2010-07-05 Thread daniele argiolas
What are p, i, o parameters of Vec3CubicBezier template?

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[osg-users] Question about osgAnimation Bezier curves

2010-07-02 Thread daniele argiolas
Hi,
I try to understand and modify osg example osganimationmakepath.
I want to realize a simple path like the figure.
I've the keyframes
keys-push_back(osgAnimation::Vec3CubicBezierKeyframe(0, 
osgAnimation::Vec3CubicBezier(v[0],v[1],v[1])
));
keys-push_back(osgAnimation::Vec3CubicBezierKeyframe(5, 
osgAnimation::Vec3CubicBezier(v[2],v[1],v[1])
));
keys-push_back(osgAnimation::Vec3CubicBezierKeyframe(10, 
osgAnimation::Vec3CubicBezier(v[3])
));
with:
v[0] = osg::Vec3(  0,   0,   0);
v[1] = osg::Vec3(0, 0, 20);
v[2] = osg::Vec3(20, 0, 20);
v[3] = osg::Vec3(40, 0, 20);

where v[0] = P0
v[2] = P1
v[3] = P3
and v[1] is the control point P3

The curve part works fine, but when the object arrives on point P1 it doesn't 
move to P2 but it come back to P1 and then goes to P2. Why???



Thank you!

Cheers,
daniele

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Re: [osg-users] Strange error only in debug mode

2010-06-14 Thread daniele argiolas
Hi, that's not a problem, I had the same also before insert the removecallback.

My program use the reactivision tracking system (with TUIO server) and 
implements an augmented reality software.
In osg I receive position of marker taken by reactivision and for every 
position I call an update callback for update object's position.
Then that's impossible that I call an update callback over an object that's not 
exists. I never destroy objects.



Alberto Luaces wrote:
 daniele argiolas writes:
 
 
  Thank you. I don't understand where is the error because in my program I 
  simply call sometimes a removeUpdateCallback(nc) then an 
  addUpdateCallback(nc) over my object, where nc is an osgAnimationCallback* 
  object. I never delete my object then it's very strange this output.
  
 
 Then it could be possible that you are removing the callback while OSG
 is in its update phase. Where are you calling removeUpdateCallback()?
 
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Re: [osg-users] Strange error only in debug mode

2010-06-11 Thread daniele argiolas
Thank you. I don't understand where is the error because in my program I simply 
call sometimes a removeUpdateCallback(nc) then an addUpdateCallback(nc) over my 
object, where nc is an osgAnimationCallback* object. I never delete my object 
then it's very strange this output.

Can anybody help me?

thanks

This is call stack:
osg65-osgd.dll!osg::NodeCallback::traverse(osg::Node * node=0x01aba720, 
osg::NodeVisitor * nv=0x019f5f68)  Line 21 + 0x2d bytes C++
osg65-osgd.dll!osg::AnimationPathCallback::operator()(osg::Node * 
node=0x01aba720, osg::NodeVisitor * nv=0x019f5f68)  Line 251  C++

osg65-osgUtild.dll!osgUtil::UpdateVisitor::handle_callbacks_and_traverse(osg::Node
  node={...})  Line 85 + 0x1c bytes  C++
osg65-osgUtild.dll!osgUtil::UpdateVisitor::apply(osg::Transform  
node={...})  Line 57 + 0x1a bytes C++
osg65-osgd.dll!osg::NodeVisitor::apply(osg::MatrixTransform  
node={...})  Line 136 + 0x13 bytesC++
osg65-osgd.dll!osg::MatrixTransform::accept(osg::NodeVisitor  
nv={...})  Line 37 + 0x41 bytes  C++
osg65-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line 
62 + 0x25 bytes  C++
osg65-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  Line 
191 + 0x1c bytesC++

osg65-osgUtild.dll!osgUtil::UpdateVisitor::handle_callbacks_and_traverse(osg::Node
  node={...})  Line 86 + 0x25 bytes  C++
osg65-osgUtild.dll!osgUtil::UpdateVisitor::apply(osg::Group  
node={...})  Line 56 + 0x1a bytes C++
osg65-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line 38 
+ 0x41 bytesC++

osg65-osgViewerd.dll!osgViewer::Scene::updateSceneGraph(osg::NodeVisitor  
updateVisitor={...})  Line 87 + 0x1e bytes   C++
osg65-osgViewerd.dll!osgViewer::Viewer::updateTraversal()  Line 882 
C++
osg65-osgViewerd.dll!osgViewer::ViewerBase::frame(double 
simulationTime=1.7976931348623157e+308)  Line 608 + 0xf bytes  C++
osg65-osgViewerd.dll!osgViewer::ViewerBase::run()  Line 581 + 0x1b 
bytesC++
osg65-osgViewerd.dll!osgViewer::Viewer::run()  Line 322 C++
ARGAME.exe!main()  Line 141 + 0xf bytes C++
ARGAME.exe!__tmainCRTStartup()  Line 586 + 0x19 bytes   C
ARGAME.exe!mainCRTStartup()  Line 403   C

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Re: [osg-users] Strange error only in debug mode

2010-06-09 Thread daniele argiolas
Thank you, I understand but how can I disable this VC errors?
Are an OSG bug?

Another error that breaks also in NodeCallback function is 
Access violation reading location 0xcdcdcdcd.

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[osg-users] Strange error only in debug mode

2010-06-08 Thread daniele argiolas
Hi,
I've a program with some updateCallbacks of some objects.
When I run in in Release mode it doesn't generate any errors but when I try it 
in Debug mode randomly, without a real sense, this error appears:

First-chance exception at 0x102b6ef5 (osg65-osgd.dll) in ARGAME.exe: 
0xC005: Access violation reading location 0xfeeefeee.
Unhandled exception at 0x102b6ef5 (osg65-osgd.dll) in ARGAME.exe: 0xC005: 
Access violation reading location 0xfeeefeee.

And then it breaks my program into void NodeCallback::traverse(Node* 
node,NodeVisitor* nv) function.

I tried different ways but only in Debug mode it generates this error, 
sometimes immediatly, sometimes after some minutes.

Do you know why it is generated only in debug mode? And what error is it?

Thank you very much
Daniele

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

2010-05-05 Thread daniele argiolas
Hi,

I follow the guide for compiling collada, then I install OpenSceneGraph from 
trunk.
When I try to open astroBoy_walk.dae he's stuck, he doesn't move.

I paste the output of osgviewer.exe:


Code:
processTexture(./file9-sampler)
processTexture(./file9-sampler)
processTexture(./file9-sampler)
processTexture(./file9-sampler)
Coult not locate UpdateCallback for channel target 
astroBoy_newSkeleton_spine01/blendParent1
Unsupported stride: 6
Unsupported stride: 6
LinkVisitor links 4 for astroBoy_newSkeleton_root
LinkVisitor links 3 for astroBoy_newSkeleton_spine01
LinkVisitor links 3 for astroBoy_newSkeleton_spine02
LinkVisitor links 3 for astroBoy_newSkeleton_neck01
LinkVisitor links 3 for astroBoy_newSkeleton_head
LinkVisitor links 0 for astroBoy_newSkeleton_headEnd
LinkVisitor links 3 for astroBoy_newSkeleton_L_clavicle
LinkVisitor links 3 for astroBoy_newSkeleton_L_shoulder
LinkVisitor links 0 for astroBoy_newSkeleton_L_bicep
LinkVisitor links 3 for astroBoy_newSkeleton_L_elbow
LinkVisitor links 0 for astroBoy_newSkeleton_L_forearm
LinkVisitor links 1 for astroBoy_newSkeleton_L_wrist
LinkVisitor links 0 for astroBoy_newSkeleton_L_pinkyOrient
LinkVisitor links 0 for astroBoy_newSkeleton_L_pinky_01
LinkVisitor links 0 for astroBoy_newSkeleton_L_pinky_02
LinkVisitor links 0 for astroBoy_newSkeleton_L_pinkyEnd
LinkVisitor links 0 for astroBoy_newSkeleton_L_middleOrient
LinkVisitor links 0 for astroBoy_newSkeleton_L_middle_01
LinkVisitor links 0 for astroBoy_newSkeleton_L_middle_02
LinkVisitor links 0 for astroBoy_newSkeleton_L_middleEnd
LinkVisitor links 0 for astroBoy_newSkeleton_L_indexOrient
LinkVisitor links 0 for astroBoy_newSkeleton_L_index_01
LinkVisitor links 0 for astroBoy_newSkeleton_L_index_02
LinkVisitor links 0 for astroBoy_newSkeleton_L_indexEnd
LinkVisitor links 0 for astroBoy_newSkeleton_L_thumbOrient
LinkVisitor links 0 for astroBoy_newSkeleton_L_thumb_01
LinkVisitor links 0 for astroBoy_newSkeleton_L_thumb_02
LinkVisitor links 0 for astroBoy_newSkeleton_L_thumbEnd
LinkVisitor links 3 for astroBoy_newSkeleton_R_clavicle
LinkVisitor links 3 for astroBoy_newSkeleton_R_shoulder
LinkVisitor links 0 for astroBoy_newSkeleton_R_bicep
LinkVisitor links 3 for astroBoy_newSkeleton_R_elbow
LinkVisitor links 0 for astroBoy_newSkeleton_R_forearm
LinkVisitor links 2 for astroBoy_newSkeleton_R_wrist
LinkVisitor links 0 for astroBoy_newSkeleton_R_pinkyOrient
LinkVisitor links 0 for astroBoy_newSkeleton_R_pinky_01
LinkVisitor links 0 for astroBoy_newSkeleton_R_pinky_02
LinkVisitor links 0 for astroBoy_newSkeleton_R_pinkyEnd
LinkVisitor links 0 for astroBoy_newSkeleton_R_middleOrient
LinkVisitor links 0 for astroBoy_newSkeleton_R_middle_01
LinkVisitor links 0 for astroBoy_newSkeleton_R_middle_02
LinkVisitor links 0 for astroBoy_newSkeleton_R_middleEnd
LinkVisitor links 0 for astroBoy_newSkeleton_R_indexOrient
LinkVisitor links 0 for astroBoy_newSkeleton_R_index_01
LinkVisitor links 0 for astroBoy_newSkeleton_R_index_02
LinkVisitor links 0 for astroBoy_newSkeleton_R_indexEnd
LinkVisitor links 0 for astroBoy_newSkeleton_R_thumbOrient
LinkVisitor links 0 for astroBoy_newSkeleton_R_thumb_01
LinkVisitor links 0 for astroBoy_newSkeleton_R_thumb_02
LinkVisitor links 0 for astroBoy_newSkeleton_R_thumbEnd
LinkVisitor links 0 for astroBoy_newSkeleton_L_shoulder_parentConstraint2
LinkVisitor links 3 for astroBoy_newSkeleton_hips
LinkVisitor links 3 for astroBoy_newSkeleton_L_hip
LinkVisitor links 1 for astroBoy_newSkeleton_L_knee_01
LinkVisitor links 1 for astroBoy_newSkeleton_L_knee_02
LinkVisitor links 3 for astroBoy_newSkeleton_L_ankle
LinkVisitor links 3 for astroBoy_newSkeleton_L_toeBall
LinkVisitor links 0 for astroBoy_newSkeleton_L_toeEnd
LinkVisitor links 3 for astroBoy_newSkeleton_R_hip
LinkVisitor links 1 for astroBoy_newSkeleton_R_knee_01
LinkVisitor links 1 for astroBoy_newSkeleton_R_knee_02
LinkVisitor links 3 for astroBoy_newSkeleton_R_ankle
LinkVisitor links 3 for astroBoy_newSkeleton_R_toeBall
LinkVisitor links 0 for astroBoy_newSkeleton_R_toeEnd
uniq groups 13 for 
uniq groups 2 for 
uniq groups 408 for 
uniq groups 143 for 




What's the error?

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

2010-05-05 Thread daniele argiolas
Ahhh!!!

with osganimationviewer works!!!

thank you very much!

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[osg-users] Create a simple river

2010-05-05 Thread daniele argiolas
Hi,

I have to make a river. What's the simplest way?
I think try to import animated textures with ImageSequence class but is it 
possible to map texture on a curve surface?

thanks
daniele

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[osg-users] [osgPlugins] Collada Animations Support

2010-05-03 Thread daniele argiolas
Hi,
what kind of animations works with Osg Collada Plugin?
I try various animation take by collada bank and from collada-dom examples 
(like astro-boy-walk) but they don't work. 
Why?
I also try to convert with osgconv an OSG model with animation into collada 
format and then try to reopen with OSG but nothing.

I use last trunk version.

Thank you
daniele

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

2010-05-03 Thread daniele argiolas
In many collada sample that I try (also a simple animation made with blender) 
the error message was:

Could not locate UpdateCallback for channel target Cube/translate

This for a cube translation.

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

2010-05-03 Thread daniele argiolas
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.

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[osg-users] dimension oh a model

2010-04-28 Thread daniele argiolas
Hi,
how can I retrieve the dimension of an OSG model loaded in the scene?

I see that with getBound().radius() I can retrieve informations about the 
BoundingSphere.

But I need also the three dimensions..

Thanks!

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Re: [osg-users] dimension oh a model

2010-04-28 Thread daniele argiolas
It works!!!

Thank you very much!
Daniele

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[osg-users] AnimationPathCallback doesn't work for collada file?

2010-04-27 Thread daniele argiolas
Hi,
in my program sometimes I call an setUpdateCallback(); over a node. In this 
callback I do:


Code:

osg::AnimationPath* path = new osg::AnimationPath();
path-setLoopMode(osg::AnimationPath::NO_LOOPING);
path-insert(0.0, 
osg::AnimationPath::ControlPoint(osg::Vec3d(xpos,-ypos,0.0),osg::Quat(osg::inDegrees(-angle),osg::Z_AXIS)));
osg::NodeCallback* nc=new osg::AnimationPathCallback(path);
return nc;




If the node is an OSG model it works, otherwise if is a Collada File it doesn't 
work. It doesn't move.

Can you help me?

Thanks!
daniele

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Re: [osg-users] Move object with callback

2010-04-27 Thread daniele argiolas
up

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Re: [osg-users] AnimationPathCallback doesn't work for collada file?

2010-04-27 Thread daniele argiolas
And also if I convert this collada file with osgconv into a .ive o .osg remain 
the same problem.

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Re: [osg-users] AnimationPathCallback doesn't work for collada file?

2010-04-27 Thread daniele argiolas
Solved!

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Re: [osg-users] AnimationPathCallback doesn't work for collada file?

2010-04-27 Thread daniele argiolas
The problem was that applied the updatecallback directly to the node.
Now I make a MatrixTransform object and I add the node as a child.
Then I apply the updatecallback over the MatrixTransform object and now it 
works.

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[osg-users] Move object with callback

2010-04-21 Thread daniele argiolas
Hi,
in my program I've external inputs that change the position of my object. I do 
this with setUpdateCallback that call a function that returns 
osg::NodeCallback*, with osg::AnimationPath* and AnimationPathCallback I set 
new position and new angle.
Is there a way more convenient to do this?
I tried to do this with TrasformationMatrix ecc but for setUpdateCallback I 
need a NodeCallback* return.
Have you some ideas? 

Thank you!

Cheers,
daniele

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Re: [osg-users] Absolute position of an object

2010-04-15 Thread daniele argiolas

Tomlinson, Gordon wrote:
 As you don't show your code I have to ask a couple of obvious questions 
 
 Is the node you loaded a child of the PAT?
 
 Has the PAT been added to the Scene?
 
 
 Gordon Tomlinson
 Product Manager 3d Technology  Project Wyvern
 Overwatch(r)
 An Operating Unit of Textron Systems
 
 -Original Message-
 From: 
 [mailto:] On Behalf Of daniele
 argiolas
 Sent: Wednesday, April 14, 2010 12:00 PM
 To: 
 Subject:  Absolute position of an object
 
 Hi,
 I create a simple scene with osg where I load an osg model.
 Then I try to position it with PositionAttitudeTransform and setPosition
 but it remains always in the same position (center of the scene).
 How can I position objects in absolute way?
 
 
 Thank you!
 
 Cheers,
 daniele
 
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Hi, Thank you.

My code is simply.


Code:

osgViewer::Viewer viewer;

osg::Node* node1 = NULL;
osg::Group* root = new osg::Group();
node1 = osgDB::readNodeFile(1.osg);

osg::PositionAttitudeTransform* node1Xform =
   new osg::PositionAttitudeTransform();

root-addChild(node1Xform);
node1Xform-addChild(node1);
osg::Vec3 node1Posit(1200,0,0);
node1Xform-setPosition( node1Posit );

viewer.setSceneData( root );

viewer.setSceneData( root );
return viewer.run();





If I add a plane, how can I set my camera to frame the plan in its full width?

Thanks!

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[osg-users] Absolute position of an object

2010-04-14 Thread daniele argiolas
Hi,
I create a simple scene with osg where I load an osg model.
Then I try to position it with PositionAttitudeTransform and setPosition but it 
remains always in the same position (center of the scene).
How can I position objects in absolute way?


Thank you!

Cheers,
daniele

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[osg-users] OSG and osgart problem

2009-05-19 Thread daniele argiolas
Hi,
I've a problem with osgart 2.0.
In a simple example, with 2 marker and 2 osg object with texture made with 
osgexp from 3ds max, one object changes lights of other. The first marker added 
can influence other marker. That's the same also using BuildAR software and 
adding two object.
Do you know anything about it?

Thanks,
Daniele

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Re: [osg-users] [osgPlugins] Current state of Collada importer

2009-05-12 Thread daniele argiolas
Hi,
I'm a student of informatic engineering at Politecnico di Torino, in Italy. I'm 
working to my thesis and I need a collada importer for OSG that supports 
animations. What's the state of your work? I'd like to collaborate, if you 
want, to realize this part.
Please contact me here.

Thanks,
daniele

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Re: [osg-users] [osgPlugins] Current state of Collada importer

2009-05-12 Thread daniele argiolas
Thanks for your reply,
can you send me the code of your upgrades?

thanks,
daniele

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