Re: [osg-users] Manipulator assign screen buttons
thank you! done! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40688#40688 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Manipulator assign screen buttons
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40564#40564 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Trackball manipulator start position
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39836#39836 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trackball manipulator start position
ok!!! thank you very much! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39841#39841 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg Widget image transparent
thank you very much, solved! :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39703#39703 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg Widget image transparent
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39637#39637 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] rewind imported animated model
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38590#38590 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Convert DAE animation into IVE (or OSG)
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38196#38196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] osg Dae plugin error: Texture coordinate set 0 not found
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37882#37882 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Light intensity and color
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37765#37765 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about camera 2d
solved. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37627#37627 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Question about camera 2d
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37597#37597 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow texture problem
nothing? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37290#37290 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using osgShadows I can't see widgets
ok, solved! thank you!!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36549#36549 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow texture problem
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36550#36550 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
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36529#36529 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using osgShadows I can't see widgets
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? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36531#36531 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgShadow texture problem
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? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36485#36485 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow texture problem
I notice that with some models textures works. What could be the problem? thanks!!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36486#36486 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow texture problem
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36496#36496 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Making an addchild in realtime
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36362#36362 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgWidget Nutton getData
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35859#35859 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Can't find images for osgwidgetprogress.cpp example
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34044#34044 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animation with Cubic Bezier path
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32978#32978 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animation with Cubic Bezier path
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32978#32978 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.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=32981#32981 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animation with Cubic Bezier path
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32910#32910 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Animation with Cubic Bezier path
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32861#32861 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Making an addchild in realtime
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30339#30339 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Curve tangent
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? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30119#30119 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about osgAnimation Bezier curves
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29966#29966 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about osgAnimation Bezier curves
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? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29721#29721 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about osgAnimation Bezier curves
What are p, i, o parameters of Vec3CubicBezier template? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29667#29667 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Question about osgAnimation Bezier curves
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29623#29623 attachment: prova.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange error only in debug mode
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()? -- Alberto ___ 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=28871#28871 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange error only in debug mode
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28820#28820 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange error only in debug mode
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28726#28726 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Strange error only in debug mode
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28685#28685 ___ 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, 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? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27555#27555 ___ 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
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] Create a simple river
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27560#27560 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Collada Animations Support
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27515#27515 ___ 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
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27516#27516 ___ 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
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] dimension oh a model
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27354#27354 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dimension oh a model
It works!!! Thank you very much! Daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27371#27371 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] AnimationPathCallback doesn't work for collada file?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27300#27300 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Move object with callback
up -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27301#27301 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] AnimationPathCallback doesn't work for collada file?
And also if I convert this collada file with osgconv into a .ive o .osg remain the same problem. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27306#27306 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] AnimationPathCallback doesn't work for collada file?
Solved! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27314#27314 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] AnimationPathCallback doesn't work for collada file?
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27319#27319 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Move object with callback
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27052#27052 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Absolute position of an object
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26790#26790 ___ 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 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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26814#26814 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26790#26790 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG and osgart problem
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12563#12563 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Current state of Collada importer
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11892#11892 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Current state of Collada importer
Thanks for your reply, can you send me the code of your upgrades? thanks, daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11915#11915 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org