[osg-users] PositionAndAttitudeTrabsform

2010-01-01 Thread amit ben-david
Hi,

beginner question : 

i just used the PositionAndAttitudeTransform with 
setScale(0.1, 0.1, 0.1)
to scale down an object in my scene graph.

the object indeed scaled down but the light behaviour changed totaly from blue 
to white, like in specular highlights. 
for a different object it just colored everything differently.

to my understanding scaling an object should not change normals or colors, and 
therefore the coloring should stay the same and not change that drastically.

what am i missing ? 

Thank you!

Cheers,
amit

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Re: [osg-users] PositionAndAttitudeTrabsform

2010-01-01 Thread Simon Hammett
2010/1/1 Gordon Tomlinson gor...@gordon-tomlinson.com

 Your right it does not scale the normals. So the normal are no longer
 correct for the model once you scale it

 See http://www.vis-sim.com/osg/osg_faq_1.htm#f19


That should really mention that rescale only works with uniform scaling.

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Re: [osg-users] Updating tesselator

2010-01-01 Thread Simon Hammett
2009/12/31 Martin Beckett m...@mgbeckett.com

 I am trying to draw a rubber band wioth the mouse around a selection
 I get the mouse position, convert into world coords (assumign a plan view)
 then add the new point to the geometry.
 I then call osg::Util Tessellator to build the selection into a polygon.

 This works, but only for the first 4 points! After that I can continue to
 draw a line but not a filled polygon?


You probably need to clear the display list, try

 _geometry-dirtyDisplayList();

If that works and you are updating it every frame, you may as well turn
display lists off.

 _geometry-setUseDisplayList(false);

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Re: [osg-users] PositionAndAttitudeTrabsform

2010-01-01 Thread Paul Martz
PositionAttitudeTransform, like any OSG Transform, sets the OpenGL 
ModelView matrix, and that matrix is used to transform the normals (see 
the OpenGL spec, or any OpenGL book). So, scaling an object does indeed 
scale the normals.


GL_RESCALE_NORMAL works only for uniform scaling, as noted in Simon's 
post. For non-uniform scaling, use GL_NORMALIZE.


If you're using shaders (and I don't think you are, but if you do in the 
future), a third option would be to transform your normals directly in 
the shader code, giving you total control over how they are transformed.


Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466



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Re: [osg-users] Updating tesselator

2010-01-01 Thread Martin Beckett
Yes, I am clearing the display lists (sorry I cut it out with a bunch of other 
irrelevent code)

It's odd that it draws a filled polygon upto 4 points but then no further - it 
doesn't matter if the extra points would make it convex or simple, or if I go 
cw or ccw.

I know the tesselator works for more complex shapes since I use it elsewhere in 
the app.

Martin

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[osg-users] [osgPlugins] blender osgExport with IPO Curve

2010-01-01 Thread Mark Evin
Hi, 

First of all, great job to Cedric (and colleagues) for creating the osgExport 
from Blender.  It has helped immensely.  

The armature animations export perfectly, but I still have not been able to 
export an animation with an IPO curve (as animation path).  The IPO curve seems 
to work fine in Blender, but when I export, in the log file I get WARNING 
Curve Curve not exported. 

Cedric, I see in your July 02 changelog, you write To bake ipo correctly the 
object must be check in the active scene, else the bake of ipo will fail.  I 
guess this is the answer to my issue, but I can't seem to implement it 
correctly.  Can someone please elaborate on how this should be done?

I have attached a very simple blender example file of an object that animates 
via armature and IPO curve.   When I export this file, the IPO curve is lost. 

Thank you very much!
Markooz

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Attachments: 
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Re: [osg-users] [osgPlugins] blender osgExport with IPO Curve

2010-01-01 Thread Cedric Pinson
Hi Markooz,

I will check the issue tomorrow with your blender file, then i will fix
the blender exporter if needed. I will give your more information
tomorrow.

Happy new year

Cheers,
Cedric

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+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


On Fri, 2010-01-01 at 21:13 +, Mark Evin wrote:
 Hi, 
 
 First of all, great job to Cedric (and colleagues) for creating the osgExport 
 from Blender.  It has helped immensely.  
 
 The armature animations export perfectly, but I still have not been able to 
 export an animation with an IPO curve (as animation path).  The IPO curve 
 seems to work fine in Blender, but when I export, in the log file I get 
 WARNING Curve Curve not exported. 
 
 Cedric, I see in your July 02 changelog, you write To bake ipo correctly the 
 object must be check in the active scene, else the bake of ipo will fail.  I 
 guess this is the answer to my issue, but I can't seem to implement it 
 correctly.  Can someone please elaborate on how this should be done?
 
 I have attached a very simple blender example file of an object that animates 
 via armature and IPO curve.   When I export this file, the IPO curve is lost. 
 
 Thank you very much!
 Markooz
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=22027#22027
 
 
 
 
 Attachments: 
 http://forum.openscenegraph.org//files/test_path_121.zip
 
 
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Re: [osg-users] PositionAndAttitudeTrabsform

2010-01-01 Thread amit ben-david
Hi,

Right on the button, 

Thank you very much  
amit

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