[osg-users] OSG MFC problem

2014-09-17 Thread Natalie Estevez
Hi, I'm trying to develop a MFC application using OSG following the osgviewerMFC example. The main idea is to integrate a OSG view and a list of some model attributes (like attach, dof or light points) in MFC window. When you click in some of this attributes, a red sphere appears in the view

Re: [osg-users] Moving a model with NodeCallback

2014-09-17 Thread Robert Osfield
Hi Chris, Rather than try and understand your approach it is probably best to say how I'd tackle it. First up I'd establish whether the hand API you are using generates transforms for the finger joints relative to each each or relative to world coordinates. If the matrices are relative then

[osg-users] OSG MFC Debug Memory leak detection problem.

2014-09-17 Thread Hyunsoo
Hi. I am using osg 3.2.1 and osgEarth 2.5.0 and visual studio 2013.When my mfc program terminated in debug mode,huge memory dump popping in my IDE output window.Is this normal?Some google search says it's normal. But I couldn't find any solution to get rid of the memorydump.Does anyone know how to

Re: [osg-users] Moving a model with NodeCallback

2014-09-17 Thread Chris Hidden
Hi Robert! Thank you so much for taking the time to try and break down the approach for me. Right now our API gives us the left hand and right hand positions in world coordinates. So with this I have managed to get the hands moving around on the screen using a callback on the hand node.

Re: [osg-users] About *BezierChannel

2014-09-17 Thread Maxim Kuzmin
Hi Sergey, Unfortunately, I didn't find such file. Thank you! Cheers, Maxim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61062#61062 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] About *BezierChannel

2014-09-17 Thread Sergey Kurdakov
Hi Maxim, it's in osgWrappers, otherwise, if to search where LinearChannel occures in code - then you might, I think, find corresponding places outside of osgWrappers and place respective code there. So, you are right - it is not in main code, but code itself is there and can be reused.

Re: [osg-users] Moving a model with NodeCallback

2014-09-17 Thread Robert Osfield
Hi Chris, Too many questions for me to answer on my own. I think it might be best for you to take a step back and learn a little more about the basic of scene graphs, gain a bit of confidence with how to create and manipulate the scene graph and then once you are a bit more experienced then dive

Re: [osg-users] Moving a model with NodeCallback

2014-09-17 Thread Chris Hidden
Thanks agin for helping me with this. While I am very new to all of this, I have spent the better part of the last 5 weeks learning open scene graph. I have a basic knowledge of a fair chunck of it I believe. My problem is, is that I have gone through many of the examples, I have worked

Re: [osg-users] Moving a model with NodeCallback

2014-09-17 Thread Mattias Helsing
Hi Chris, A quick look at your model (after converting it to .osg) shows that the MatrixTransforms are there alright but there are no drawables connected to them. Instead the 2 existing Geodes (each with 1 Geometry) are located in a separate node tree parallel to the MatrixTransforms that you are

Re: [osg-users] Moving a model with NodeCallback

2014-09-17 Thread Mattias Helsing
Hi again, some more 2p I'm not an animator myself but I'm guessing the hand model was rigged and skinned in 3ds max, When you load a 3ds file with OSG that information is lost and what remains is the empty tree of MatrixTransforms. I think that you need to export the 3ds MAX model to osg using a

Re: [osg-users] OSG MFC problem

2014-09-17 Thread lixiaoshe...@163.com
Hi, this is a thread synchronization. You can use a user event to solve it. Example is in the book:osg 3.0 beginner' guide. Sen ___ osg-users mailing list osg-users@lists.openscenegraph.org