[osg-users] Re: Export GLTF from OSG?

2020-02-17 Thread Armin Samii
Hi Robert,

The animations are reading live data and rendering them - so it's not a 
simple format, but can be represented by gltf well: the mesh models are 
static, but can appear and disappear and can have arbitrary transformations 
applied to them.

My vision is an exporter that exports each unique Geode exactly once, and 
everything else in the scenegraph exported each frame. That would work well 
for a wide range of OSG-based applications, it seems, and GLTF seems 
well-suited for this.

On Monday, February 17, 2020 at 1:01:48 PM UTC-5, Robert Osfield wrote:
>
> Hi Armin?
>
> On Friday, 7 February 2020 19:06:19 UTC, Armin Samii wrote:
>>
>> Has anybody worked on exporting GLTF Animations from OSG?
>>
>> I'd like to save my dynamic OSG scene to disk, and don't want to save the 
>> static geometry each frame. GLTF lets me export the geometry once, and 
>> animate it each frame thereafter.
>>
>> Curious if anybody has tried something similar, or if there is existing 
>> code to do this.
>>
>
> I don't know of any open sourced GLTF importers or exporters for the OSG.
>
> What form do your animations take?
>  
>

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[osg-users] Re: osgQt::GLWidget Scroll Bug

2020-02-17 Thread Robert Osfield
Hi Scott,

I don't know where the issue lies, but most likely it's in the windowing 
integration side rather than the core OSG as it doesn't look like you'll be 
relying on any of the OSG's native windowing/event handling.  There might 
be an issue with osgQt, but I'm not the author of maintainer for it so will 
have to defer to others on this.  Or it could be an issue with osgEarth.

The best I can suggest is that you build the OSG, osgEarth, osgQt and your 
application in debug mode, then step through the code in a debugger to see 
where the control flow passes when the wheelEvent happens.

Cheers,
Robert.

On Thursday, 13 February 2020 07:58:17 UTC, Scott Shaw wrote:
>
> I think I'm running into a bug in OSG.  I've implemented my own versions 
> of mouse events in a sub-classed osgQt::GLWidget so I can redraw the 3D 
> view only when necessary:
>
> void Osg3dViewCM::mousePressEvent(QMouseEvent* event)
> {
> m_mouseDown = true;
>
> if (_cameraManipulator.valid())
> {
> osgQt::GLWidget::mousePressEvent(event);
>
> frame();
> }
> }
>
> void Osg3dViewCM::mouseReleaseEvent(QMouseEvent* event)
> {
> m_mouseDown = false;
>
> if (_cameraManipulator.valid())
> {
> osgQt::GLWidget::mouseReleaseEvent(event);
>
> frame();
> }
>
> emit cameraChanged(_cameraManipulator->getInverseMatrix());
> }
>
> void Osg3dViewCM::mouseMoveEvent(QMouseEvent* event)
> {
> if (_cameraManipulator.valid() && m_mouseDown)
> {
> osgQt::GLWidget::mouseMoveEvent(event);
>
> frame();
> }
> }
>
> void Osg3dViewCM::wheelEvent(QWheelEvent *event)
> {
> if (_cameraManipulator.valid())
> {
> osgQt::GLWidget::wheelEvent(event);
>
> frame();
> }
> }
>
> I'm using a default osgEarth::Util::EarthManipulator and clicking and 
> dragging on the view updates it without an issue rotating or panning 
> properly.  For some reason, when I scroll the wheel, the frame function 
> doesn't update the view.  If I click on the view after scrolling, it gets 
> updated with the zoom operation applied.  Am I missing something?
>
> Thank you,
> Scott
>

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[osg-users] Re: Export GLTF from OSG?

2020-02-17 Thread Robert Osfield
Hi Armin?

On Friday, 7 February 2020 19:06:19 UTC, Armin Samii wrote:
>
> Has anybody worked on exporting GLTF Animations from OSG?
>
> I'd like to save my dynamic OSG scene to disk, and don't want to save the 
> static geometry each frame. GLTF lets me export the geometry once, and 
> animate it each frame thereafter.
>
> Curious if anybody has tried something similar, or if there is existing 
> code to do this.
>

I don't know of any open sourced GLTF importers or exporters for the OSG.

What form do your animations take?
 

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