Re: [osg-users] osg::Switch as root node
Hi Henry, AsciiStreamOperator seeks the stream back 2 when writing an END_BRACKET when there hasn't already been an END_BRACKET (or any mark with a negative delta) on that line. ListSerializer's END_BRACKET isn't written on a new line so it chomps the last two characters off the end of the list. The simplest solution I see is to stream a std::endl before the END_BRACKET in ListSerializer::write(). Cheers, Brendan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28621#28621 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Switch as root node
Hi Brendan, Henry, Yes, this should be a bug of the ListSerializer. I will make a submission of that. Thanks, Wang Rui 2010/6/7 Brendan Ledwich b_ledw...@yahoo.com: Hi Henry, AsciiStreamOperator seeks the stream back 2 when writing an END_BRACKET when there hasn't already been an END_BRACKET (or any mark with a negative delta) on that line. ListSerializer's END_BRACKET isn't written on a new line so it chomps the last two characters off the end of the list. The simplest solution I see is to stream a std::endl before the END_BRACKET in ListSerializer::write(). Cheers, Brendan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28621#28621 ___ 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
[osg-users] [3rdparty] CEGUI
Hi, I am trying to use CEGUI with OSG. However, I am quite new to this and not very sure where to begin. Are there any examples where I can have a look or can point me in the right direction. Thank you! Cheers, Kian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28622#28622 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgconv .ive to .obj missing textures
Hi, I would really appreciate it if someone could point me in the right direction. The model I am working with displays fine in osgviewer. I am trying to convert from .ive to .obj. I tried this: osgconv -O OutputTextureFiles DDG51.ive DDG51.obj but the .mtl file generated points to a bunch of rgb textures that dont exist. I understood that the OutputTextureFiles would regenerate the textures but I dont see them anywhere. Thank you! Cheers, Gareth -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28620#28620 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] Issue about VPBDem and VPBmaster
Hi, I am confused about the relationship between VPBDem and VPBmaster. I compiled the VPB project, and then I got the VPBDem.exe, but what is the difference between VPBDem and VPBmaster. And where can I download source codes of VPBmaster. I have heard VPBmaster for a while, but I never see it and find it. Thank you! Cheers, Ting Zhang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28618#28618 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] hierarchy animation in FBX problem
All works great now indeed ! It is ok using trunk osg version, and compiling with FBX SDK 2011.2 Thanks a lot for your help and congrates for all your work ! Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28625#28625 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to apply shaders to parts of models
Hi Peter, To have different shaders on different components of your model you simply assign different StateSet, each with it's own osg::Program, to each branch that you want to inherit that shader. The same rules apply to osg::Program and osg::Uniform as for all other OpenGL modes and state attributes that the OSG maps using osg::StateSet. Robert. On Mon, Jun 7, 2010 at 12:00 AM, Peter Bear th3fly...@gmail.com wrote: Hi, I was wondering how models have shaders applied in OSG. Yes I know normally a 3d modeler would know this, but I'm a programmer, not a modeler. More specifically I am wondering how shaders are applied to certain parts of models. An example of this would be applying a shader to say, the metal part of a seat, and another shader to say, the fabric/leather part of a seat. This is something which I'm not sure if it directly applies to the programming end of making an application, and I would really just like to know how it's done in general with OSG. Thanks, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28619#28619 ___ 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] [vpb] Issue about VPBDem and VPBmaster
Hi Ting, vpbmaster and osgdem both come as part of the VirualPlanetBuilder (VPB) project, and if your build VPB then you'll build both these applications. osgdem is deigned to build just one task, and do so single threaded, this task may comprise the whole database that you want to build, or be a portion of the whole database. vpbmaster is task manager that provides the ability to do parallel builds, and large scale database (multi-terabyte) and works out how to decompose the build of your database down into small tasks, and then dispatches these tasks as series of osgdem runs, either on the local machine or across a network. Robert. On Sun, Jun 6, 2010 at 11:10 PM, ting zhang bee...@sina.com wrote: Hi, I am confused about the relationship between VPBDem and VPBmaster. I compiled the VPB project, and then I got the VPBDem.exe, but what is the difference between VPBDem and VPBmaster. And where can I download source codes of VPBmaster. I have heard VPBmaster for a while, but I never see it and find it. Thank you! Cheers, Ting Zhang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28618#28618 ___ 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] osg::Switch as root node
Another option would be to replace the _readyForEndBracket check in AsciiOutputIterator with a check if the stream put pointer matches that after the previous indent. I've attatched AsciiStreamOperator.h with this modification based on r11462 of trunk. Cheers, Brendan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28629#28629 Attachments: http://forum.openscenegraph.org//files/asciistreamoperator_152.h ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Switch as root node
Don't send these type messages On Thu, Jun 3, 2010 at 1:34 PM, Henry Delattre digi...@yahoo.fr wrote: Hi, Trying to save an .osgt file with an osg::Switch as root node is making a corrupted file and I don't know why. It's working well with .osg format. Even though it is easy to correct the file manually, I would like to fix the bug but have no idea where to begin. Code: osg::Switch * root = new osg::Switch; osg::Node * node1 = new osg::Node; osg::Node * node2 = new osg::Node; root-addChild( node1, true ); root-addChild( node2, false ); osgDB::writeNodeFile( *root, test-switch.osgt); Code: #Ascii Scene #Version 2 #Generator OpenSceneGraph 2.9.7 osg::Switch { UniqueID 1 Children 2 { osg::Node { UniqueID 2 } osg::Node { UniqueID 3 } } ValueList 2 { TRUE FALS} } Here we can see the wrong formatted ValueList of osg::Switch Thank you! Cheers, Henry -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28519#28519 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Vivek Dwivedi, ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Switch as root node
Small fix for consecutive END_BRACKETs due to not resetting _lastIndentPosition. Cheers, Brendan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28630#28630 Attachments: http://forum.openscenegraph.org//files/asciistreamoperator_691.h ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgconv .ive to .obj missing textures
Hi Gareth, On 7/06/10 12:14 , Gareth Ferneyhough wrote: I would really appreciate it if someone could point me in the right direction. The model I am working with displays fine in osgviewer. I am trying to convert from .ive to .obj. I tried this: osgconv -O OutputTextureFiles DDG51.ive DDG51.obj but the .mtl file generated points to a bunch of rgb textures that dont exist. I understood that the OutputTextureFiles would regenerate the textures but I dont see them anywhere. The .obj writer doesn't support writing texture files. The 'OutputTextureFiles' that you specified is an option of the .ive reader and so has no effect. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Text (keyboard input) on viewer
Hi Jesus, Have a look at osgWidget NodeKit and the associate osgwidget* examples. Robert. 2010/6/4 Jesús Martín jmmart...@hotmail.com: Hi, I have created a model with its animations textures... and all its stuff. Well It doesn't matter. The point is that what I want to do is input text with keyboard, and after that, use that text within a voice synthetizer. Would be like a console that appears on the viewer when you press one key (by example F6). Then you type a phrase, press enter and that text is saved on a string. Afterwards that string is used with SAPI (but that's neither the point) So, is there an easy way to do something like that (I don't know, libraries...)? How? I'm using OsgCal, Osg viewer, Osg Producer... Thank you! Cheers, Jesuskiewicz PD: Excuse my poor English, but my English teachers are Kramer and George Constanza, Seinfeld, Elaine, Sheldon Cooper... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28575#28575 ___ 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] FBX Plugin: vertex animation support
Thanks for trying Michael, the only step that is not clear for me during the export process regards the Set option that must be used when exporting Point Cache files in the FBX exporter window (3dsMax). I created a Selection Set for the box I wanted to export and used that selection for the Set option...but maybe I'm doing something wrong I guess... One more question: are NURBS surfaces already supported? Alessandro On Mon, Jun 7, 2010 at 11:50 AM, Michael Platings mplati...@gmail.comwrote: The models don't animate in the FBX Quicktime Viewer so there must be an error somewhere in the export process On 7 June 2010 10:20, Alessandro Terenzi a.tere...@gmail.com wrote: Hi Michael, I'm having troubles with animations stored in point cache files. Here is what I'm doing: 1. I created a box in 3dsMax with a bend modifier 2. I animated the bend modifier 3. I applied the PointCache modifier and stored animation data (I tried both pc2 and xml files) 4. I exported the model using FBX 2011.2 5. I loaded the FBX model using animationviewer but animations are not played. Any idea? I'm attaching the FBXs along with point cache files. Regards. Alessandro On Fri, Jun 4, 2010 at 4:09 PM, Michael Platings mplati...@gmail.comwrote: Hi Alessandro, it's already supported. On 4 June 2010 14:56, Alessandro Terenzi a.tere...@gmail.com wrote: I'd like to study the possibility to extend the FBX plugin in order to support vertex animation. In particular it could be very useful to have the possibility to import point cache files that are used to store vertex animation information. This is quite a new field for me, so before starting anything I'd like to ask the community for suggestions and directions, also I'd like to know if OSG already offers the 'tools' to handle any kind of vertex animation or some development should be done in order to extend osgAnimation before actually extending the FBX plugin itself. Finally is there any other plugin that already supports something like point cache files or vertex animation in general? Thanks. Alessandro ___ 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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: vertex animation support
I'm not a Max user so I can't help you there. The only thing I can tell you is that the exported animation data will be entirely within the fbx file - pc2 or xml files won't be needed. NURBs - I haven't tested but in theory yes. The FBX SDK provides a function to triangulate NURBs which should get called as necessary and handle everything for us. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG trac login for editing pages
Hi John, However, when logged in, it seems that I do not have permissions to edit any of the pages (no edit page link in sight). I've updated pages before (long time ago), and I vaguely remember that I then used some sort of guest account. But either the guest account has been disabled, or the login details have exited my long term memory. Please advice:) Yeah, the policy for editing has changed. In the past everyone used one account to edit the wiki, but now that anyone can create a user account it is done that way. However to cut back on spam on the wiki, Jose Luis Hidalgo (who manages the site) has decided to manually give editing privileges to people who ask for them instead of giving them to all registered users automatically. You can e-mail him to request he give you these privileges. joseluis dot hidalgo at gmail dot com Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] vertex shader for SoftShadowMap FragmentShader.
Hi all. Im trying to use a VertexShader to drive the SoftShadowMap implementation of the FragmentShader (which is present in the SoftShadowMap.cpp). Problem is as usual, that when vertex shader is enabled, all automatic stuff are disabled, such as texture generation. Now after browsing archive, surfing the net and looking through the GLSL book, I have come to the conclusion that the vertex shader below should be enough to drive the Fragmentshader: void main( void ) { gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[1] = gl_MultiTexCoord1; // Emulate glTexGen (on unit 2) gl_TexCoord[2].s = dot(gl_Vertex, gl_ObjectPlaneS[2]); gl_TexCoord[2].t = dot(gl_Vertex, gl_ObjectPlaneT[2]); gl_TexCoord[2].p = dot(gl_Vertex, gl_ObjectPlaneR[2]); gl_TexCoord[2].q = dot(gl_Vertex, gl_ObjectPlaneQ[2]); } baseTexture - Texture unit = 0 osgShadow_shadowTexture - Texture unit = 1 osgShadow_jitterTexture - Texture unit = 2 But as soon as I enable this vertex shader, the shadow stops working. I need to write my own vertex shader to calculate vertex pos in eye coordinates etc. Im basically trying to merge the shadows with other texturing, such as parallax mapping etc. Any hints on how to write a vertex shader that will replace the fixed functionality for the SoftShadowMap Fragment shader (with base texture)?? /Anders -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Switch as root node
Hi, I locally tried the first method and it worked well. I would probably never reach the AsciiStreamOperator header by myself... but I know a bit more about osg reader/writer mechanism. Thank you for your help and support! Henry -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28642#28642 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Issue about VPBDem and VPBmaster
Hi, Thank you very much. Cheers, Ting Zhang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28643#28643 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: vertex animation support
So, as far as I understand it seems that unfortunately Max handles many aspects relating to FBX in quite a not standard way. Anyway, given that I'm not an expert Max user, I think that pc2/xml files are the only means used by FBX files (created by Max) to refer to cached animations data coming from the widely used Point Cache modifier. In other words I think that if we export a FBX from Max it is not possible to embed cached animation data into the FBX file, but we must refer to one of those external files. If I'd like to add support also for animations data coming from those external files, where should I start looking in the OSG FBX plugin? Any suggestion? Regarding NURBS, I've tried with very simple surfaces (again exported from 3dsMax) but they are not displayed in osgviewer)...if you want I can send a sample file, just let me know. Regards. Alessandro On Mon, Jun 7, 2010 at 12:54 PM, Michael Platings mplati...@gmail.comwrote: I'm not a Max user so I can't help you there. The only thing I can tell you is that the exported animation data will be entirely within the fbx file - pc2 or xml files won't be needed. NURBs - I haven't tested but in theory yes. The FBX SDK provides a function to triangulate NURBs which should get called as necessary and handle everything for us. ___ 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
[osg-users] How to apply shaders to parts of models
A visitor can be used to apply specific shaders to the parts of a model. If names were given to parts of the model by the modeling program, the visitor can look for substrings _shader_metal, window, etc, using osg::Object::getName(). A better way is if modeling programs could output .osg format with GLSL directly but none do AFAIK (??). Hi, I was wondering how models have shaders applied in OSG. Yes I know normally +a 3d modeler would know this, but I'm a programmer, not a modeler. More +specifically I am wondering how shaders are applied to certain parts of models. +An example of this would be applying a shader to say, the metal part of a seat, +and another shader to say, the fabric/leather part of a seat. This is something +which I'm not sure if it directly applies to the programming end of making an +application, and I would really just like to know how it's done in general with +OSG. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Text (keyboard input) on viewer
Thanks Robert I'm using OSG 1.2 with a Cal3D model, so I use OsgCal, osgProducer... that aren't on Osg 2.8. Is It possible to load a Cal3D model on Osg 2.8? or Is It possible to work with osgWidget on Osg 1.2? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28646#28646 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Text (keyboard input) on viewer
Is It possible to load a Cal3D model on Osg 2.8? yes -Nick 2010/6/7 Jesús Martín jmmart...@hotmail.com Thanks Robert I'm using OSG 1.2 with a Cal3D model, so I use OsgCal, osgProducer... that aren't on Osg 2.8. Is It possible to load a Cal3D model on Osg 2.8? or Is It possible to work with osgWidget on Osg 1.2? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28646#28646 ___ 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] Text (keyboard input) on viewer
you need to download cal3d, then osgCal - with osgCal there is a sample code how to load cal3d model and manipulate the animations. But, the fashion nowdays is to use FBX I think for character animations -Nick 2010/6/7 Jesús Martín jmmart...@hotmail.com Thanks Nick, but ... could you give me any clue in order to learn how to do it? Note: I use VS2005 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28649#28649 ___ 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] Text (keyboard input) on viewer
On 7 June 2010 16:02, Trajce (Nick) Nikolov nikolov.tra...@gmail.comwrote: But, the fashion nowdays is to use FBX I think for character animations Or COLLADA DAE if you prefer not to rely on a closed-source, poorly documented, slow, bug-ridden library for your file loading ;) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CompositeViewer and DatabasePager missing textures
Hi, we are getting missing or corrupted textures in one of our apps when adding and removing views. I've managed to create a test app from an earlier example J-S made to show problems when adding and removing views. I'm running svn head. To reproduce: compile $ cmake . $ make and then run e.g. $ ./test http://www.openscenegraph.org/data/earth_bayarea/earth.ive or use any other vpb database. Test1: When the window opens, press a. A new view showing the earth should open. Now press a again. Now only the first view remains, but with missing textures. If one zooms in, newly paged textures are shown. Some errors printed include: Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) Warning: detected OpenGL error 'invalid enumerant' at After Renderer::compile Test2: comment out #define WORKAROUND_SHARE_CONTEXT in the osgviewer.cpp Now on the first press of a, the new window has a globe with no textures. If one zooms in, newly paged textures are shown. I'm not sure if this is a bug or if I have to do something special to the DatabasePager to get this type of use case to work. Setting threading models does not seem to change anything. Our app uses SingleThreaded. It's as if textures are deleted from the wrong context or as if too many textures are deleted. Any ideas/suggestions welcome. cheers jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. compositeviewer_addview_terrain.tgz Description: application/compressed-tar ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: vertex animation support
On Mon, Jun 7, 2010 at 4:57 PM, Michael Platings mplati...@gmail.comwrote: Anyway, given that I'm not an expert Max user, I think that pc2/xml files are the only means used by FBX files (created by Max) to refer to cached animations data coming from the widely used Point Cache modifier. In other words I think that if we export a FBX from Max it is not possible to embed cached animation data into the FBX file, but we must refer to one of those external files. There's no reason why that should be the case as FBX has full support for vertex animation. You're attacking this problem at the wrong point - get on the Max forums and ask how can I export this model so it animates in the official viewer? I agree, but there is also no reason to not support it :) because referring to external pc2/xml files is a feature that is available in the FBX format and so, for completeness' sake, it would be nice to support it in OSG even if there is another way to 'embed' the same cached animations data in the FBX file itself. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: vertex animation support
Thanks Alessandro, fixed :) On 7 June 2010 16:05, Alessandro Terenzi a.tere...@gmail.com wrote: Hi Michael, I tried to load a file with a single NURBS surface with Quicktime and it worked while it does not with osgviewer. I'm sending the file with this mail. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Text (keyboard input) on viewer
The fashion, the speed... ok, it's all fine but I have already done a Cal3D model, with the animations for the visemes and the code to use it with Sapi. So, althought It's giving me lots of problems (like unexpected deforming meshes on animation, unexpecting crashes when I'm exporting...)... If I'm always changing the engine, I'll never finish it. I thing that to begin again to learn how to use (from the exporting) library (Collada) It's not a good idea. When I have change Osg 1.2 to osg 2.8 my project crashes on build when It's linking error LNK2001: unresolved external symbol public: virtual class osg::BoundingSphere __thiscall osg::Geode::computeBound(void)const (?computebo...@geode@osg@@$$fube?avboundingsph...@2@XZ) 1TTSHandler.obj : error LNK2001: unresolved external symbol public: virtual bool __thiscall osg::Geode::removeDrawable(unsigned int,unsigned int) (?removedrawa...@geode@osg@@uae_...@z) 1TTSHandler.obj : error LNK2001: unresolved external symbol public: virtual bool __thiscall osg::Geode::removeDrawable(unsigned int,unsigned int) (?removedrawa...@geode@osg@@$$fuae_...@z) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28656#28656 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer and DatabasePager missing textures
Hi J.P, This is an issue that's been covered before. The basic problem is that as an optimization for memory footprint the imagery is discarded after it is download to the the OpenGL texture, so once you discard the OpenGL texture object all record of it is lose - hence the white textures. You can disable this feature by setting: DatabasePager::setUnrefImageDataAfterApplyPolicy(true, false); Or enable the texture pool as this disables the UnrefImageDataAfterApply globally as the features isn't compatible with using of the texture pool. You can enable the texture pool via osg::DisplaySettings::setTexturePoolSize(theSizeInBytesToUseForTheTexturePool); or via the env var OSG_TEXTURE_POOL_SIZE. Robert. On Mon, Jun 7, 2010 at 4:19 PM, J.P. Delport jpdelp...@csir.co.za wrote: Hi, we are getting missing or corrupted textures in one of our apps when adding and removing views. I've managed to create a test app from an earlier example J-S made to show problems when adding and removing views. I'm running svn head. To reproduce: compile $ cmake . $ make and then run e.g. $ ./test http://www.openscenegraph.org/data/earth_bayarea/earth.ive or use any other vpb database. Test1: When the window opens, press a. A new view showing the earth should open. Now press a again. Now only the first view remains, but with missing textures. If one zooms in, newly paged textures are shown. Some errors printed include: Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) Warning: detected OpenGL error 'invalid enumerant' at After Renderer::compile Test2: comment out #define WORKAROUND_SHARE_CONTEXT in the osgviewer.cpp Now on the first press of a, the new window has a globe with no textures. If one zooms in, newly paged textures are shown. I'm not sure if this is a bug or if I have to do something special to the DatabasePager to get this type of use case to work. Setting threading models does not seem to change anything. Our app uses SingleThreaded. It's as if textures are deleted from the wrong context or as if too many textures are deleted. Any ideas/suggestions welcome. cheers jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ 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
[osg-users] physics and terrain
Hi all, I have a question regarding the best way to go with implementing physics into OSG. Have the osgbuggy example and have ported that to the SVN/trunk versions of osg/ode which seems a bit long winded way of manually creating the terrain and vehicle. How or what is everyone else doing when it comes to physic simulation? A quick example of what I am trying to achieve is, a vehicle moving along a mesh terrain and each wheel must articulate to the terrain, guess that is more of an collision detection question,but the vehicle must also spring up and down/roll over and the terrain may vary concrete/mud/sand etc.. Could anyone waltz us through how you could possible achieve all of this, do I use intersectionvisitor instead and compute all my own physics with callbacks, will that be expensive on the cpu? Sorry if it seems a bit dumb, but before trying to achieve all of this I want to make sure I am singing from the correct hymn sheet J Cheers Martin Naylor. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-Data-0.9.6-2
The problem was with using newer libraries. After using the 0.9.6-2 libs, the linker errors went away Thanks Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28661#28661 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: vertex animation support
Great :) what was the problem? Alessandro On Mon, Jun 7, 2010 at 5:25 PM, Michael Platings mplati...@gmail.comwrote: Thanks Alessandro, fixed :) On 7 June 2010 16:05, Alessandro Terenzi a.tere...@gmail.com wrote: Hi Michael, I tried to load a file with a single NURBS surface with Quicktime and it worked while it does not with osgviewer. I'm sending the file with this mail. Alessandro ___ 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] FBX Plugin: vertex animation support
I just tried opening the files you posted again in the FBX Quicktime Viewer and this time they work! It seems that having the files in the root of C: magically fixes it. Ideally osgfbx will be able to any file that the official viewer can, so if you can submit PC2/XML support then that would be very welcome :) On 7 June 2010 16:25, Alessandro Terenzi a.tere...@gmail.com wrote: On Mon, Jun 7, 2010 at 4:57 PM, Michael Platings mplati...@gmail.comwrote: Anyway, given that I'm not an expert Max user, I think that pc2/xml files are the only means used by FBX files (created by Max) to refer to cached animations data coming from the widely used Point Cache modifier. In other words I think that if we export a FBX from Max it is not possible to embed cached animation data into the FBX file, but we must refer to one of those external files. There's no reason why that should be the case as FBX has full support for vertex animation. You're attacking this problem at the wrong point - get on the Max forums and ask how can I export this model so it animates in the official viewer? I agree, but there is also no reason to not support it :) because referring to external pc2/xml files is a feature that is available in the FBX format and so, for completeness' sake, it would be nice to support it in OSG even if there is another way to 'embed' the same cached animations data in the FBX file itself. Alessandro ___ 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] FBX Plugin: vertex animation support
As well as KFbxNurb, there's also a KFbxNurbsSurface class. As far as I can tell they do exactly the same thing and I just had to add eNURBS_SURFACE to the list of things to triangulate. On 7 June 2010 17:46, Alessandro Terenzi a.tere...@gmail.com wrote: Great :) what was the problem? Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: vertex animation support
Unforunately they do not work for me, I mean that QuickTime opens the FBX and plays the animation but just for 1 second (whereas the animation should last 3 seconds). It is not played faster, it is played partially. Do not know why, anyway I've posted a question on the official forum and I'll be back when I'll have an answer. Cheers. Alessandro On Mon, Jun 7, 2010 at 6:56 PM, Michael Platings mplati...@gmail.comwrote: I just tried opening the files you posted again in the FBX Quicktime Viewer and this time they work! It seems that having the files in the root of C: magically fixes it. Ideally osgfbx will be able to any file that the official viewer can, so if you can submit PC2/XML support then that would be very welcome :) On 7 June 2010 16:25, Alessandro Terenzi a.tere...@gmail.com wrote: On Mon, Jun 7, 2010 at 4:57 PM, Michael Platings mplati...@gmail.comwrote: Anyway, given that I'm not an expert Max user, I think that pc2/xml files are the only means used by FBX files (created by Max) to refer to cached animations data coming from the widely used Point Cache modifier. In other words I think that if we export a FBX from Max it is not possible to embed cached animation data into the FBX file, but we must refer to one of those external files. There's no reason why that should be the case as FBX has full support for vertex animation. You're attacking this problem at the wrong point - get on the Max forums and ask how can I export this model so it animates in the official viewer? I agree, but there is also no reason to not support it :) because referring to external pc2/xml files is a feature that is available in the FBX format and so, for completeness' sake, it would be nice to support it in OSG even if there is another way to 'embed' the same cached animations data in the FBX file itself. Alessandro ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] different behavior on the trackball manipulator
Hi community, I updated osg from the trunk today (after a month) and I am seeing different behavior on the trackball manipulator - the scene starts far away from my model. I was following the thread of the reengineering of this piece of the code which happened lately. Anyone experiencing the same/similar ? -Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] shadowmaps and texture arrays (Wojciech?)
Hi, I started with something lately and was wondering if there is implementation of shadows with texture arrays. if so, could someone give some insights ? Thanks a lot -Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG trac login for editing pages
Hi J-S, Ok, that makes sense. I'll send him an email. Thanks. Best regards, John[/quote] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28669#28669 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] shadowmaps and texture arrays (Wojciech?)
I did something like this. Unfortunately I cannot disclose the source. But during this work I cleared the path for use of texture arrays for shadow map comparison. So yes its doable. With recent glFramebeufferTexture additon texture arrays seem like good match for one pass cascaded shadow map rendering using geometry shaders Cheers and Good Luck. Wojtek From: Trajce (Nick) Nikolov Sent: Monday, June 07, 2010 8:19 PM To: OpenSceneGraph Users Subject: [osg-users] shadowmaps and texture arrays (Wojciech?) Hi, I started with something lately and was wondering if there is implementation of shadows with texture arrays. if so, could someone give some insights ? Thanks a lot -Nick ___ 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] vertex shader for SoftShadowMap FragmentShader.
Hi Anders, I see two problems with your shader. First it looks like you swaped shadow and jitter map coords. I suppose you want to generate shadow map coords with texgen. So texgen should produce unit 1 texture coords. But most probably you should use view space (gl_EyePlane) coords for shadow coords. Second it looks like lighting/ color math is completely absent so resulting lighting will be probably random. Please have a look at Vertex shader in osgShadow::StandardShadowMap.cpp. Its quite generic and except jitter part it should contain all what you need for single light scenario. Cheers, Wojtek Lewandowski From: Anders Backman Sent: Monday, June 07, 2010 3:27 PM To: OpenSceneGraph Users Subject: [osg-users] vertex shader for SoftShadowMap FragmentShader. Hi all. Im trying to use a VertexShader to drive the SoftShadowMap implementation of the FragmentShader (which is present in the SoftShadowMap.cpp). Problem is as usual, that when vertex shader is enabled, all automatic stuff are disabled, such as texture generation. Now after browsing archive, surfing the net and looking through the GLSL book, I have come to the conclusion that the vertex shader below should be enough to drive the Fragmentshader: void main( void ) { gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[1] = gl_MultiTexCoord1; // Emulate glTexGen (on unit 2) gl_TexCoord[2].s = dot(gl_Vertex, gl_ObjectPlaneS[2]); gl_TexCoord[2].t = dot(gl_Vertex, gl_ObjectPlaneT[2]); gl_TexCoord[2].p = dot(gl_Vertex, gl_ObjectPlaneR[2]); gl_TexCoord[2].q = dot(gl_Vertex, gl_ObjectPlaneQ[2]); } baseTexture - Texture unit = 0 osgShadow_shadowTexture - Texture unit = 1 osgShadow_jitterTexture - Texture unit = 2 But as soon as I enable this vertex shader, the shadow stops working. I need to write my own vertex shader to calculate vertex pos in eye coordinates etc. Im basically trying to merge the shadows with other texturing, such as parallax mapping etc. Any hints on how to write a vertex shader that will replace the fixed functionality for the SoftShadowMap Fragment shader (with base texture)?? /Anders -- ___ 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] osgconv .ive to .obj missing textures
Thanks, I figured that first I had to convert to .osg with the OutputTextureFiles option and then to .obj. One other thing: I can now see the model and textures in blender, but the mesh has some artifacts in it that I dont see in osgviewer. Any ideas? Thanks, Gareth -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28672#28672 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] need help with cmake / osg / os x / frameworks
Did these changes make it into the 2.8.3 stable release? If not I'd like to get them into the stable branch for the next release. On Fri, Mar 26, 2010 at 7:15 AM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Hi, Am 26.03.10 14:22, schrieb Martins Innus: This works for me as well. Thanks! I wasn't getting Openthreads compiled as a framework and noticed the: INCLUDE(ModuleInstall OPTIONAL) line commented out in its CMakeLists.txt. Adding it back in and now everything seems to be ok. Not sure why that was. Will do some tests on compiling our projects against this now. I forgot in my first mail to attach the cmake-file specific for OpenThreads, so this should be fixed now. There was another bad default-value for the install_name_dir which I fixed. The frameworks and plugins compiled via cmake work with my own code without problems. I packaged all modified files together and sent them to osg.submissions for inclusion. So hopefully, we can move the old xcode-project-files into the deprecated branch :) thanks to all who helped! cheers, Stephan ___ 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