Re: [osg-users] Near/Far problem using models with bones.

2016-06-26 Thread Julien Valentin
My fix seams really hacky
I suppose the mess come from your the multiple scaling matrixtransforms of your 
model
You should try to remove them


Paradox wrote:
> Hi,
> 
> Yes, it works!
> 
> Thank you!
> 
> Cheers,
> Dario


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67828#67828





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-24 Thread Dario Minieri
Hi,

Yes, it works!

Thank you!

Cheers,
Dario

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67780#67780





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-24 Thread Dario Minieri
Hi,

Nice! I'll try as soon as possible!

Thank you!

Cheers,
Dario

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=6#6





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-24 Thread Julien Valentin
I found the bug in RigGeometry
Will make a patch again master git  soon 



Paradox wrote:
> Hi,
> 
> As I said in first post, I have experience with scale problem...if a model is 
> modeled with scale 10 (for example...) with bones in scale 10 and then 
> rescaled at 1, this near/far problem is a lot visible! This happens with all 
> sw I have tried like 3ds, blender, c4d. If I build the model in scale 1 at 
> beginning and bones in scale 1 also, this problem doesn't go away as you can 
> see, but isn t so visible
> 
> We have to understand where is this scale problem...
> 
> Thank you!
> 
> Cheers,
> Dario
[/code]

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67775#67775





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-24 Thread Dario Minieri
Hi,

As I said in first post, I have experience with scale problem...if a model is 
modeled with scale 10 (for example...) with bones in scale 10 and then rescaled 
at 1, this near/far problem is a lot visible! This happens with all sw I have 
tried like 3ds, blender, c4d. If I build the model in scale 1 at beginning and 
bones in scale 1 also, this problem doesn't go away as you can see, but isn t 
so visible

We have to understand where is this scale problem...

Thank you!

Cheers,
Dario

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67770#67770





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-23 Thread Julien Valentin
After debugging 
I was completely wrong adding a Group as nothing to do with your problem
It's a scaling problem...

1st test) 
osgconv fbx test1.osg (problem persist in osg file)
2nd test) 
osgviewer->setscenedata(fbx)
fbx->setUpdateCallback(WriteNode2FileAfterfewframeCallback(*fbx,"test2.osg")); 
///(I use a runtime editor to do that (it will be interesting to see that by 
code)
test2 works well?!

I checked by hand both testX.osg and it appears that VertexArray in test2.osg 
is scaled 100x those in test1.osg

But I still don't have a clue on where VertexArray is scale correctly...





robertosfield wrote:
> On 23 June 2016 at 19:50, Dario Minieri <> wrote:
> 
> > Hi,
> > 
> > May be Robert can clarify this behaviour... :D
> > 
> 
> I didn't wirte osgAnimation and haven't used more than to just compile
> the examples and merge fixes.  So I'm afraid I can't comment on the
> specifics of osgAnimation.
> 
> The only thing I can add is thtat is general this type of problem come
> down to the BoundingSphere of Node or BoundingBox of Drawable being
> computed incorrectly/not accounting for movement properly.
> 
> Robert.
> ___
> 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=67768#67768





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-23 Thread Robert Osfield
On 23 June 2016 at 19:50, Dario Minieri  wrote:
> Hi,
>
> May be Robert can clarify this behaviour... :D

I didn't wirte osgAnimation and haven't used more than to just compile
the examples and merge fixes.  So I'm afraid I can't comment on the
specifics of osgAnimation.

The only thing I can add is thtat is general this type of problem come
down to the BoundingSphere of Node or BoundingBox of Drawable being
computed incorrectly/not accounting for movement properly.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-23 Thread Dario Minieri
Hi,

May be Robert can clarify this behaviour... :D

Thank you!

Cheers,
Dario

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67764#67764





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-23 Thread Dario Minieri
Hi,

I'll try that but this is a problem for me, because my engine expect a 
matrixtransform as root...I can ingest that but I'll substitute a problem with 
another hehehe :D 

Thanks again!

Thank you!

Cheers,
Dario

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67750#67750





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-23 Thread Julien Valentin
I added a root group and all work great..strange
I don't know where come the problem 
Seams osgviewers don't like MatrixTransform as root node..


Paradox wrote:
> Hi,
> 
> Thanks for your interest. This is the FBX.
> 
> Thank you!
> 
> Cheers,
> Dario


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67749#67749





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Julien Valentin
If you want I can take a look but you'll have to post your fbx


Paradox wrote:
> This problem happens using fbx exported from c4d and 3ds max alsoso the 
> problem is inside fbx plugin or fbx format/version..I using fbx 2014.2 and 
> osg 3.2.3hummm...very annoying problem
> 
> 
> mp3butcher wrote:
> > Just my opinion but you shouldn't try to display FBX directly in osg: i 
> > don't believe the osg FBX reader deals greatly with animated model
> > A guess could be that there's a bone translation not correctly interpreted
> > either by your FBX blender exporter or either by the osg FBX reader. 
> > In all cases that will be hard to find out.
> > You could try to remove  the Blender World Transform perhaps it will solve 
> > the problem ..:/
> > 
> > 
> > 
> > Paradox wrote:
> > > Yes I know, it's difficult. Yes I'm using osganimation but it's wrapped 
> > > inside a larger engine. I thought that this is a known problem but it's 
> > > not so evidently.
> > > 
> > > Grossly, if I open one model with bones inside native osganimationviewer 
> > > I see the same issue: if I move the camera view close to the model this 
> > > one dissapears when it still must to be visible.  
> > > 
> > > I attach a short video showing the problem. The model was generated in 
> > > Cinema 4D (R17), modified in Blender (last version) and exported in FBX 
> > > 7.4. 
> > > 
> > > I thought that nearfar setup (DO NOT COMPUTE) or cull visible setup would 
> > > solve the problembut no luck right now...
> > > 
> > > VIDEO
> > > 
> > > https://vimeo.com/171760352
> > > 
> > > 
> > > 
> > > mp3butcher wrote:
> > > > Hi Paradox
> > > > As you havent' give us much details  (for ex: in my last post I assumed 
> > > > you use osganimation) your problem is hard to diagnose 
> > > > Can you give use the minimum code that cause your issue?
> > > > 
> > > > 
> > > > 
> > > > Paradox wrote:
> > > > > Yes, same issue... :(
> > > > > 
> > > > > 
> > > > > Trajce Nikolov NICK wrote:
> > > > > > Hi Dario,
> > > > > > 
> > > > > > 
> > > > > > did you try node->setCullingActive(false)
> > > > > > 
> > > > > > 
> > > > > > On Wed, Jun 22, 2016 at 12:20 PM, Dario Minieri < ()> wrote:
> > > > > > 
> > > > > > > Hi,
> > > > > > > 
> > > > > > > Thanks mp3butcher but unfortunately I've already tried to disable 
> > > > > > > the compute and the problem doesn't goes away. I don't really 
> > > > > > > sure about the problem concerning near/far strictlysome other 
> > > > > > > ideas?
> > > > > > > 
> > > > > > > Thank you!
> > > > > > > 
> > > > > > > Cheers,
> > > > > > > Dario
> > > > > > > 
> > > > > > > --
> > > > > > > Read this topic online here:
> > > > > > > http://forum.openscenegraph.org/viewtopic.php?p=67731#67731 
> > > > > > > (http://forum.openscenegraph.org/viewtopic.php?p=67731#67731)
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > ___
> > > > > > > osg-users mailing list
> > > > > > >  ()
> > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > > >  
> > > > > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > -- 
> > > > > > trajce nikolov nick
> > > > > > 
> > > > > >  --
> > > > > > Post generated by Mail2Forum
> > > > > 
> > > > 
> > > 
> > 
> 


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67744#67744





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Dario Minieri
This problem happens using fbx exported from c4d and 3ds max alsoso the 
problem is inside fbx plugin or fbx format/version..I using fbx 2014.2 and ls 
3.2.3hummm...very annoying problem


mp3butcher wrote:
> Just my opinion but you shouldn't try to display FBX directly in osg: i don't 
> believe the osg FBX reader deals greatly with animated model
> A guess could be that there's a bone translation not correctly interpreted
> either by your FBX blender exporter or either by the osg FBX reader. 
> In all cases that will be hard to find out.
> You could try to remove  the Blender World Transform perhaps it will solve 
> the problem ..:/
> 
> 
> 
> Paradox wrote:
> > Yes I know, it's difficult. Yes I'm using osganimation but it's wrapped 
> > inside a larger engine. I thought that this is a known problem but it's not 
> > so evidently.
> > 
> > Grossly, if I open one model with bones inside native osganimationviewer I 
> > see the same issue: if I move the camera view close to the model this one 
> > dissapears when it still must to be visible.  
> > 
> > I attach a short video showing the problem. The model was generated in 
> > Cinema 4D (R17), modified in Blender (last version) and exported in FBX 
> > 7.4. 
> > 
> > I thought that nearfar setup (DO NOT COMPUTE) or cull visible setup would 
> > solve the problembut no luck right now...
> > 
> > VIDEO
> > 
> > https://vimeo.com/171760352
> > 
> > 
> > 
> > mp3butcher wrote:
> > > Hi Paradox
> > > As you havent' give us much details  (for ex: in my last post I assumed 
> > > you use osganimation) your problem is hard to diagnose 
> > > Can you give use the minimum code that cause your issue?
> > > 
> > > 
> > > 
> > > Paradox wrote:
> > > > Yes, same issue... :(
> > > > 
> > > > 
> > > > Trajce Nikolov NICK wrote:
> > > > > Hi Dario,
> > > > > 
> > > > > 
> > > > > did you try node->setCullingActive(false)
> > > > > 
> > > > > 
> > > > > On Wed, Jun 22, 2016 at 12:20 PM, Dario Minieri < ()> wrote:
> > > > > 
> > > > > > Hi,
> > > > > > 
> > > > > > Thanks mp3butcher but unfortunately I've already tried to disable 
> > > > > > the compute and the problem doesn't goes away. I don't really sure 
> > > > > > about the problem concerning near/far strictlysome other ideas?
> > > > > > 
> > > > > > Thank you!
> > > > > > 
> > > > > > Cheers,
> > > > > > Dario
> > > > > > 
> > > > > > --
> > > > > > Read this topic online here:
> > > > > > http://forum.openscenegraph.org/viewtopic.php?p=67731#67731 
> > > > > > (http://forum.openscenegraph.org/viewtopic.php?p=67731#67731)
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > ___
> > > > > > osg-users mailing list
> > > > > >  ()
> > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > > >  
> > > > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > -- 
> > > > > trajce nikolov nick
> > > > > 
> > > > >  --
> > > > > Post generated by Mail2Forum
> > > > 
> > > 
> > 
> 


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67743#67743





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Julien Valentin
Just my opinion but you shouldn't try to display FBX directly in osg: i don't 
believe the osg FBX reader deals greatly with animated model
A guess could be that there's a bone translation not correctly interpreted
either by your FBX blender exporter or either by the osg FBX reader. 
In all cases that will be hard to find out.
You could try to remove  the Blender World Transform perhaps it will solve the 
problem ..:/



Paradox wrote:
> Yes I know, it's difficult. Yes I'm using osganimation but it's wrapped 
> inside a larger engine. I thought that this is a known problem but it's not 
> so evidently.
> 
> Grossly, if I open one model with bones inside native osganimationviewer I 
> see the same issue: if I move the camera view close to the model this one 
> dissapears when it still must to be visible.  
> 
> I attach a short video showing the problem. The model was generated in Cinema 
> 4D (R17), modified in Blender (last version) and exported in FBX 7.4. 
> 
> I thought that nearfar setup (DO NOT COMPUTE) or cull visible setup would 
> solve the problembut no luck right now...
> 
> VIDEO
> 
> https://vimeo.com/171760352
> 
> 
> 
> mp3butcher wrote:
> > Hi Paradox
> > As you havent' give us much details  (for ex: in my last post I assumed you 
> > use osganimation) your problem is hard to diagnose 
> > Can you give use the minimum code that cause your issue?
> > 
> > 
> > 
> > Paradox wrote:
> > > Yes, same issue... :(
> > > 
> > > 
> > > Trajce Nikolov NICK wrote:
> > > > Hi Dario,
> > > > 
> > > > 
> > > > did you try node->setCullingActive(false)
> > > > 
> > > > 
> > > > On Wed, Jun 22, 2016 at 12:20 PM, Dario Minieri < ()> wrote:
> > > > 
> > > > > Hi,
> > > > > 
> > > > > Thanks mp3butcher but unfortunately I've already tried to disable the 
> > > > > compute and the problem doesn't goes away. I don't really sure about 
> > > > > the problem concerning near/far strictlysome other ideas?
> > > > > 
> > > > > Thank you!
> > > > > 
> > > > > Cheers,
> > > > > Dario
> > > > > 
> > > > > --
> > > > > Read this topic online here:
> > > > > http://forum.openscenegraph.org/viewtopic.php?p=67731#67731 
> > > > > (http://forum.openscenegraph.org/viewtopic.php?p=67731#67731)
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > ___
> > > > > osg-users mailing list
> > > > >  ()
> > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > >  
> > > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > > > > 
> > > > > 
> > > > > 
> > > > 
> > > > 
> > > > 
> > > > -- 
> > > > trajce nikolov nick
> > > > 
> > > >  --
> > > > Post generated by Mail2Forum
> > > 
> > 
> 


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67741#67741





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Dario Minieri
Yes I know, it's difficult. Yes I'm using osganimation but it's wrapped inside 
a larger engine. I thought that this is a known problem but it's not so 
evidently.

Grossly, if I open one model with bones inside native osganimationviewer I see 
the same issue: if I move the camera view close to the model this one 
dissapears when it still must to be visible.  

I attach a short video showing the problem. The model was generated in Cinema 
4D (R17), modified in Blender (last version) and exported in FBX 7.4.

VIDEO

https://vimeo.com/171760352



mp3butcher wrote:
> Hi Paradox
> As you havent' give us much details  (for ex: in my last post I assumed you 
> use osganimation) your problem is hard to diagnose 
> Can you give use the minimum code that cause your issue?
> 
> 
> 
> Paradox wrote:
> > Yes, same issue... :(
> > 
> > 
> > Trajce Nikolov NICK wrote:
> > > Hi Dario,
> > > 
> > > 
> > > did you try node->setCullingActive(false)
> > > 
> > > 
> > > On Wed, Jun 22, 2016 at 12:20 PM, Dario Minieri < ()> wrote:
> > > 
> > > > Hi,
> > > > 
> > > > Thanks mp3butcher but unfortunately I've already tried to disable the 
> > > > compute and the problem doesn't goes away. I don't really sure about 
> > > > the problem concerning near/far strictlysome other ideas?
> > > > 
> > > > Thank you!
> > > > 
> > > > Cheers,
> > > > Dario
> > > > 
> > > > --
> > > > Read this topic online here:
> > > > http://forum.openscenegraph.org/viewtopic.php?p=67731#67731 
> > > > (http://forum.openscenegraph.org/viewtopic.php?p=67731#67731)
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > ___
> > > > osg-users mailing list
> > > >  ()
> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > >  
> > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > > > 
> > > > 
> > > > 
> > > 
> > > 
> > > 
> > > -- 
> > > trajce nikolov nick
> > > 
> > >  --
> > > Post generated by Mail2Forum
> > 
> 


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67740#67740





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Julien Valentin
Hi Paradox
As you havent' give us much details  (for ex: in my last post I assumed you use 
osganimation) your problem is hard to diagnose 
Can you give use the minimum code that cause your issue?



Paradox wrote:
> Yes, same issue... :(
> 
> 
> Trajce Nikolov NICK wrote:
> > Hi Dario,
> > 
> > 
> > did you try node->setCullingActive(false)
> > 
> > 
> > On Wed, Jun 22, 2016 at 12:20 PM, Dario Minieri < ()> wrote:
> > 
> > > Hi,
> > > 
> > > Thanks mp3butcher but unfortunately I've already tried to disable the 
> > > compute and the problem doesn't goes away. I don't really sure about the 
> > > problem concerning near/far strictlysome other ideas?
> > > 
> > > Thank you!
> > > 
> > > Cheers,
> > > Dario
> > > 
> > > --
> > > Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=67731#67731 
> > > (http://forum.openscenegraph.org/viewtopic.php?p=67731#67731)
> > > 
> > > 
> > > 
> > > 
> > > 
> > > ___
> > > osg-users mailing list
> > >  ()
> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 
> > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > > 
> > > 
> > > 
> > 
> > 
> > 
> > -- 
> > trajce nikolov nick
> > 
> >  --
> > Post generated by Mail2Forum
> 


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67736#67736





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Dario Minieri
Yes, same issue... :(


Trajce Nikolov NICK wrote:
> Hi Dario,
> 
> 
> did you try node->setCullingActive(false)
> 
> 
> On Wed, Jun 22, 2016 at 12:20 PM, Dario Minieri < ()> wrote:
> 
> > Hi,
> > 
> > Thanks mp3butcher but unfortunately I've already tried to disable the 
> > compute and the problem doesn't goes away. I don't really sure about the 
> > problem concerning near/far strictlysome other ideas?
> > 
> > Thank you!
> > 
> > Cheers,
> > Dario
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=67731#67731 
> > (http://forum.openscenegraph.org/viewtopic.php?p=67731#67731)
> > 
> > 
> > 
> > 
> > 
> > ___
> > osg-users mailing list
> >  ()
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 
> > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > 
> > 
> > 
> 
> 
> 
> -- 
> trajce nikolov nick
> 
>  --
> Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67734#67734





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Trajce Nikolov NICK
Hi Dario,

did you try node->setCullingActive(false)

On Wed, Jun 22, 2016 at 12:20 PM, Dario Minieri  wrote:

> Hi,
>
> Thanks mp3butcher but unfortunately I've already tried to disable the
> compute and the problem doesn't goes away. I don't really sure about the
> problem concerning near/far strictlysome other ideas?
>
> Thank you!
>
> Cheers,
> Dario
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=67731#67731
>
>
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
trajce nikolov nick
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Dario Minieri
Hi,

Thanks mp3butcher but unfortunately I've already tried to disable the compute 
and the problem doesn't goes away. I don't really sure about the problem 
concerning near/far strictlysome other ideas?

Thank you!

Cheers,
Dario

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67731#67731





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Near/Far problem using models with bones.

2016-06-20 Thread Julien Valentin
Hi Paradox
I'm not as experienced with osganimation as i would like but
you perhaps experience problem with hardware animation:
if hardware animation is enable osg (that is cpu side) has no way to compute 
bounding volume of your model so it can't compute actual near/far planes...
What you can do is either set the default camera cullsettings to 
DONOTCOMPUTENEARFAR either to use software animation on your model (in this 
case bounding volume can be compute by osg)
Hope it helps


Paradox wrote:
> Hi,
> 
> I'm experiencing the follow problem: I have some models with bones. When 
> those models reach frustum edge (or corner), they disappear (like near 
> cutoff). I know the scale of bones is really important, if there is an 
> incongruence between the model scale and bones this problem is very annoying, 
> but I'm sure that scales are corrects.
> 
> I'm using an ocean scene with a very aggressive near/far value (0.0900). 
> Using others values the problem doesn't go away.
> 
> Have you some suggestions?  
> 
> Thank you!
> 
> Cheers,
> Dario


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67699#67699





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Near/Far problem using models with bones.

2016-06-20 Thread Dario Minieri
Hi,

I'm experiencing the follow problem: I have some models with bones. When those 
models reach frustum edge (or corner), they disappear (like near cutoff). I 
know the scale of bones is really important, if there is an incongruence 
between the model scale and bones this problem is very annoying, but I'm sure 
that scales are corrects.

I'm using an ocean scene with a very aggressive near/far value (0.0900). 
Using others values the problem doesn't go away.

Have you some suggestions?  

Thank you!

Cheers,
Dario

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67695#67695





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org