Re: [osg-users] Epic releases free version of Unreal Editor
Hi Simon, Blender file is a container like 3dsmax file. If you want to load .blend in osg directly it will be very complex and not suitable for a lot of cases. Anyway, if you really want it i would suggest to make a plugin that run osg export in background mode and then load the result in osg. Of course it depends of your usage, i use osgexport and it works very well, do you have some problem with it ? Cheers, Cedric -- +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Fri, 2009-11-06 at 19:14 +, Simon Hammett wrote: > 2009/11/6 Jean-Sébastien Guay : > > Hi all, > > > >> looks much better > > > > I didn't mean to start a discussion about engine licensing and use. I > > assumed that if we're here it's probably because we want to use OSG and > > design / write our own engines! > > > > I was focusing on the toolset. And in fact, I was probably overly > > enthusiastic about the Unreal toolset being available, because the licensing > > terms say that it (the engine in this case includes the toolset) can only be > > used for free for noncommercial and educational projects. So that rules out > > using it to make assets for an OSG-based commercial project, which is what I > > was excited about. > > > > Oh well. I guess Blender + text editor is still the (free) toolset of > > choice... > > Yah, blender is the only tool I've found useful with osg so far. > Even then you have to be careful. > > I've gotten good results with exporting blender -> .lwo as long as you > split your model meshes up the right way, so you can run the smoothing visitor > on it. > > At some point when I've got time I would like to add crease angle support > to the visitor which would make modelling a whole lot easier. > > It would be nice if osg could load directly out of .blend files, but the code > in > blender that deals with the file format is huge. > > Maybe somebody who is particularly bored could have a go at > refactoring the .blend > code into a separate library. > signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Epic releases free version of Unreal Editor
2009/11/7 Jan Ciger : > Simon Hammett wrote: >> which is yet another step in the process. >> that's making things more complicated, not less. >> and .lwo works rather nicely so why change? > > Because .osg can capture also things that are native to the scenegraph that > you cannot capture in .lwo (e.g. shaders). Moreover, the compiled .ive is > optimized by the OSG optimizer, saving even more loading time. And if I needed shaders or animation I'd be using the osg export script. Like I said, .lwo does it for me, so why add an extra step? >> Sometimes our apps are rolled out to many hundreds of machines; >> am I supposed to ask them to install blender, install the export >> script, then install our app >> x 700 times? That's just not going to fly. > > Then you are doing it wrong, in my opinion. If you are provisioning 700 > machines, you should have a premade system image with all this preconfigured > or > an installer that will install all the tools the user needs in one go (Blender > and the scripts are freely redistributable). Then having an extra exporter or > whatever doesn't matter. > > Are you really saying that you are installing (or have the users install) 700 > machines manually?? I do not know your exact situation, but this sounds rather > crazy to me. I completely agree, it is crazy. But we sell s/w to small/medium sized manufacturing companies and that's the way most of them do this stuff. We try and persuade them otherwise, but it's very rare for anybody to ever listen. And even then, our s/w isn't just used directly by the clients, it's distributed to their many sales reps who are independent companies of only 1 or 2 people. Most the of the sales reps are people who have trouble walking and talking at the same time, so the install process has to be as simple as possible. In the manufacturing world most companies have very small profit margins and are therefore very reluctant to spent money and are very conservative and as a suppler to those companies, our profits are minimal as well unfortunately. My development machine is over 4 years old and my monitor is over 10 years old. But I get to do quite a bit of graphics work, so that makes up for the other irritations. > Anyhow, I am not going to tell you how to do your job - if it works for you, > by all means stay with it. I wish we wouldn't... >> btw, do you have any xp with that library? >> I'd much appreciate any thing extra you can tell me about it. > > No, I didn't try it, I just saw it in Bullet when I have played with it. > Ah, ty. -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Declaring and using Vec3d and other.
"Danny Riflko" wrote: > Can't you simply edit the post and delete the e-mail. No, because the forum is actually attached to a mailing list where your posts are re-posted automatically. We wouldn't be able to reply back to you without the e-mail. Regards, Jan signature.asc Description: This is a digitally signed message part. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Declaring and using Vec3d and other.
Can't you simply edit the post and delete the e-mail. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19329#19329 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Epic releases free version of Unreal Editor
Simon Hammett wrote: > which is yet another step in the process. > that's making things more complicated, not less. > and .lwo works rather nicely so why change? Because .osg can capture also things that are native to the scenegraph that you cannot capture in .lwo (e.g. shaders). Moreover, the compiled .ive is optimized by the OSG optimizer, saving even more loading time. > Sometimes our apps are rolled out to many hundreds of machines; > am I supposed to ask them to install blender, install the export > script, then install our app > x 700 times? That's just not going to fly. Then you are doing it wrong, in my opinion. If you are provisioning 700 machines, you should have a premade system image with all this preconfigured or an installer that will install all the tools the user needs in one go (Blender and the scripts are freely redistributable). Then having an extra exporter or whatever doesn't matter. Are you really saying that you are installing (or have the users install) 700 machines manually?? I do not know your exact situation, but this sounds rather crazy to me. Anyhow, I am not going to tell you how to do your job - if it works for you, by all means stay with it. > btw, do you have any xp with that library? > I'd much appreciate any thing extra you can tell me about it. No, I didn't try it, I just saw it in Bullet when I have played with it. Regards, Jan signature.asc Description: This is a digitally signed message part. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Epic releases free version of Unreal Editor
2009/11/7 Jan Ciger : > Simon Hammett wrote: >> >> Well .lwo was the first format I found that worked and it's binary so >> the models load quickly. >> The apps I work on, load lots of stuff outta dbs, run third party dlls >> & black boxes etc >> on start up, so they are already irritatingly slow to start up. > > Well, you export to .osg and then you can always convert to binary .ive once > you are happy with the model. which is yet another step in the process. that's making things more complicated, not less. and .lwo works rather nicely so why change? >> There's also the problem with setting up new machines to run a project; >> It takes ages to join the code co-op projects, install boost & other >> libraries, black boxes, etc, etc. Adding another step of installing >> blender and then getting >> the export script as well just makes things take longer. > > Hmm, how is that different from going the .lwo route? You need Blender > installed and export to .lwo as well, no? yes, but you don't have to hunt up the osg exporter script and install that. again, it's adding yet another step the process. > >> Nice, thanks for the info, I'll look in to that. >> >> I'd prefer to load models directly out of the .blend file, >> it would save mucking about with exporting. > You can actually automate the export - e.g. the Soya3D engine does it in that > way that whenever the user requests a .blend file to be loaded, it spawns > Blender in the background calling it with a command line argument to load the > model and call the export script. The result is then cached and the model is > re-exported only when the .blend file is newer than the cached data. The user > never has to tinker with the exporter, they just notice Blender starting once > when the model is exported for the first time. > > Jan Well I could do that on my development machine, but I'm not going to take that route for client machines. Sometimes our apps are rolled out to many hundreds of machines; am I supposed to ask them to install blender, install the export script, then install our app x 700 times? That's just not going to fly. Exporting to .lwo is easy and if that readblend library you mentioned is a viable route then I can simplify things by removing another job that I have to do. btw, do you have any xp with that library? I'd much appreciate any thing extra you can tell me about it. -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Epic releases free version of Unreal Editor
Simon Hammett wrote: > > Well .lwo was the first format I found that worked and it's binary so > the models load quickly. > The apps I work on, load lots of stuff outta dbs, run third party dlls > & black boxes etc > on start up, so they are already irritatingly slow to start up. Well, you export to .osg and then you can always convert to binary .ive once you are happy with the model. > There's also the problem with setting up new machines to run a project; > It takes ages to join the code co-op projects, install boost & other > libraries, black boxes, etc, etc. Adding another step of installing > blender and then getting > the export script as well just makes things take longer. Hmm, how is that different from going the .lwo route? You need Blender installed and export to .lwo as well, no? > Nice, thanks for the info, I'll look in to that. > > I'd prefer to load models directly out of the .blend file, > it would save mucking about with exporting. You can actually automate the export - e.g. the Soya3D engine does it in that way that whenever the user requests a .blend file to be loaded, it spawns Blender in the background calling it with a command line argument to load the model and call the export script. The result is then cached and the model is re-exported only when the .blend file is newer than the cached data. The user never has to tinker with the exporter, they just notice Blender starting once when the model is exported for the first time. Jan signature.asc Description: This is a digitally signed message part. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Declaring and using Vec3d and other.
HI Sorry but your email address cannot be removed from posts __ Gordon Tomlinson www.vis-sim.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Danny Riflko Sent: Saturday, November 07, 2009 1:04 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Declaring and using Vec3d and other. Hello, it seems the error I was referring to was simply because I debugged (Step Into) with release mode in Visual C++ 2008 Express Edition. Here is a screenshot. The content of C12 is garbage. So it was a noob question. robertosfield, could you remove my e-mail from the post? The bots can pick it for spamming. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19322#19322 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Epic releases free version of Unreal Editor
2009/11/7 Jan Ciger : > Simon Hammett wrote: >> I've gotten good results with exporting blender -> .lwo as long as you >> split your model meshes up the right way, so you can run the smoothing >> visitor on it. > > Why? There is osg exporter too. Works fine: > http://projects.blender.org/projects/osgexport/ Well .lwo was the first format I found that worked and it's binary so the models load quickly. The apps I work on, load lots of stuff outta dbs, run third party dlls & black boxes etc on start up, so they are already irritatingly slow to start up. There's also the problem with setting up new machines to run a project; It takes ages to join the code co-op projects, install boost & other libraries, black boxes, etc, etc. Adding another step of installing blender and then getting the export script as well just makes things take longer. >> It would be nice if osg could load directly out of .blend files, but the >> code in blender that deals with the file format is huge. >> >> Maybe somebody who is particularly bored could have a go at >> refactoring the .blend >> code into a separate library. > > Again, this exists already, even though you probably do not want to do it. The > .blend files are more containers of a lot of different things than a > scenegraph- > like structure and the mapping will be tricky. The library is called > "readblend" and comes with the Bullet physics engine. Nice, thanks for the info, I'll look in to that. I'd prefer to load models directly out of the .blend file, it would save mucking about with exporting. -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Declaring and using Vec3d and other.
Hello, it seems the error I was referring to was simply because I debugged (Step Into) with release mode in Visual C++ 2008 Express Edition. Here is a screenshot. The content of C12 is garbage. So it was a noob question. robertosfield, could you remove my e-mail from the post? The bots can pick it for spamming. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19322#19322 <>___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Epic releases free version of Unreal Editor
Simon Hammett wrote: > I've gotten good results with exporting blender -> .lwo as long as you > split your model meshes up the right way, so you can run the smoothing > visitor on it. Why? There is osg exporter too. Works fine: http://projects.blender.org/projects/osgexport/ > It would be nice if osg could load directly out of .blend files, but the > code in blender that deals with the file format is huge. > > Maybe somebody who is particularly bored could have a go at > refactoring the .blend > code into a separate library. Again, this exists already, even though you probably do not want to do it. The .blend files are more containers of a lot of different things than a scenegraph- like structure and the mapping will be tricky. The library is called "readblend" and comes with the Bullet physics engine. Jan signature.asc Description: This is a digitally signed message part. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Declaring and using Vec3d and other.
Robert Osfield wrote: > Hi Danny, > I'm not aware of any bugs related to copying Vec4d's - doing what you > quote has been done for many years without problems, I would recommend > that you double check your own code and your build to see if something > has gone amiss. Yeah, what you're doing should be fine. If it's not working, provide more info an a very simple, compilable example. And what platform/compiler you're working on. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Renderer and SceneView classes
Hello, I'm new to OSG and am just looking over the code structure to better learn how a proper scene graph library is laid out. I'm interested in using (porting a stripped down version) of osg for a project I'm working on in another language. I pretty much understand the flow of the graph, however, when it comes down to the actual rendering traversal I get a bit lost. So I have these two questions, but maybe being directed to some older posts would be good answers... 1) The osgViewer::Renderer class appears frequently throughout the code, however, it seems to be based around the osgUtils::SceneView class. The SceneView class says that it's deprecated. Does this also mean that the Renderer class is deprecated, or simply that any calls to SceneView are no longer used in the normal work flow? 2) In a SingleThreaded case, where are the operations that result in rendering the Drawables get added? I see that in the renderingTraversals method, it first traverses the graph with a getBound() call, then goes through each camera and does a cull() (this uses a Renderer object from my first question), then goes through each GraphicsContext and calls runOperations. Where I get lost is, where are the operations for the GraphicsContext defined and added, that actually end up doing the work of rendering the drawables? Any direction in this case would clear a lot up for me, thanks, Dan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText artifacts
On Sat, Nov 7, 2009 at 10:46 AM, Robert Osfield wrote: > Hi Don, > > My guess this is a minification mipmapping issue on the texture atlas > where the neighbouring glyph images are bleeding into the character > you want to render. Choosing a font resolution nearer to your screen > resolution will probably help. Forgot to mention, you could also try increasing the margin between glyphs. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Declaring and using Vec3d and other.
Hi Danny, I'm not aware of any bugs related to copying Vec4d's - doing what you quote has been done for many years without problems, I would recommend that you double check your own code and your build to see if something has gone amiss. Robert. On Sat, Nov 7, 2009 at 9:36 AM, Danny Riflko wrote: > Hi, > > If I use in the main: > Vec4d C1 = Vec4d (1, 1,1, 1); > Then the vector has garbage in it. > > But if I declare Vec4d C1 = Vec4d(); before main, then I can use the setter > in the main to put some values in it, and it works. > > Why is that? How does that work? > > > Thank you! > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=19311#19311 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText artifacts
Hi Don, My guess this is a minification mipmapping issue on the texture atlas where the neighbouring glyph images are bleeding into the character you want to render. Choosing a font resolution nearer to your screen resolution will probably help. Robert. On Fri, Nov 6, 2009 at 7:10 PM, Don Leich wrote: > Hi all, > > For a while now I've noticed that some of my osgText at times may exhibit > unwanted artifacts, similar to TV ghost images. These artifacts are > affected > by the text size, resolution, and perhaps other factors. > > Digging in a bit more I found that the osgtext demo shows this > problem -- look at the lower, right most "t". This partial snap shot was > taken when osgtext ran at a window size of 800 x 600 on a Quadro FX 4000. > The second snap is from my development where the artifacts are a little more > prominent. > > Does anyone know how to avoid these ghosts? > > -Don Leich > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hosting non-OSG-core projects on OSG servers
Hi Chris, On Fri, Nov 6, 2009 at 10:40 PM, Chris 'Xenon' Hanson wrote: > I'm about to begin working on a project with some significant interest to OSG > developers. I'm wondering if this is a time where it would be appropriate to > ask if I > should go set up hosting under Google Code, or if we think it's appropriate > to start > hosting non-core projects (like osgPango, osgWidget, etc etc) on OSG's own > server. > > Robert, how do you feel about this? I has been my intention that osgforge.osg with associated hosting on the OSG server to fulfill this role. One limit is that Jose's university hosts the OSG server and has to agree to each new project hosted, perhaps Jose can expand on this. Whatever we end up going for it would be good to get away from having lots OSG projects distributed all over the web and presented in totally different ways. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Declaring and using Vec3d and other.
Hi, If I use in the main: Vec4d C1 = Vec4d (1, 1,1, 1); Then the vector has garbage in it. But if I declare Vec4d C1 = Vec4d(); before main, then I can use the setter in the main to put some values in it, and it works. Why is that? How does that work? Thank you! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19311#19311 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org