Re: [osg-users] osgAudio on Mac OS X

2011-03-08 Thread Stephan Huber
Am 07.03.11 11:46, schrieb Alessandro Terenzi:
 verything works fine on Windows, I'm having this problems only on Mac OS X
 and, FYI, I've built all the dependencies for osgAudio, including
 OpenAL-soft and freeAlut. The OSG version I'm using is 2.9.6.

OpenAL is bundled with OS X as a framework. Have you tried this version
of OpenAL?

Cheers,
Stephan
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[osg-users] Textures for Iphone not work at all :S..?? Need Help

2011-03-08 Thread Laith Dhawahir
Hi,

I tried to make textures work on iphone for many times and different ways, but 
no one of them worked.. !!

please can anyone give me a small example to how make it work. i really need 
help :( 

Thank you!

Cheers,
Laith

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Re: [osg-users] Texture not shown correctly

2011-03-08 Thread Laith Dhawahir
Hi,

me too :( if you know how to fix it tell me

Thank you!

Cheers,
Laith

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Re: [osg-users] osgAudio on Mac OS X

2011-03-08 Thread Alessandro Terenzi
Yes, I tried the OpenAL framework that comes with OS X and it works, but I'm
just getting an error the first time I press the 'm' key in the
'example_osgaudio':

*alError: (1718449215)
Builds/osgAudio/osgAudio_02_00_00/src/openalpp/Source.cpp at Line: 115: No
message associated with error code.*
*Error: pthread_cond_destroy(,) returned error status, status = 16*

but actually the sound keeps playing correctly and the app does not crash.
So, not considering the error that is printed in the console, everything
seems to work fine using the framework that comes with OS X.

I'll keep trying OpenAL and also have a look at fmod for further
development.
Thanks everybody for the help.

Cheers.
Alessandro

On Tue, Mar 8, 2011 at 9:07 AM, Stephan Huber ratzf...@digitalmind.dewrote:

 Am 07.03.11 11:46, schrieb Alessandro Terenzi:
  verything works fine on Windows, I'm having this problems only on Mac OS
 X
  and, FYI, I've built all the dependencies for osgAudio, including
  OpenAL-soft and freeAlut. The OSG version I'm using is 2.9.6.

 OpenAL is bundled with OS X as a framework. Have you tried this version
 of OpenAL?

 Cheers,
 Stephan
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Re: [osg-users] Taking osgQt::QWebViewImage mouse and key events

2011-03-08 Thread Aitor Ardanza
Hi,

Ok! I get it! But if I want to pass these events to general event capture? What 
can I do? for example, if I push espace bar when the mouse is over the object 
dont do reset camera action...

Thank you!

Cheers,
Aitor

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Re: [osg-users] osgAudio on Mac OS X

2011-03-08 Thread Alessandro Terenzi
Just for your information, I was keeping trying with OpenAL bundled with OS
X and other osgAudio examples, I tried example_osgaudiolow_playOgg and,
while everything goes fine during the app lifetime, when the app quits, I
get this error:

StreamUpdater::cancelCleanup: Should probably not delete this
Error: Thread 0x837300 still running in destructor
Segmentation fault

and the app crashes (I can send the dump if you want).

Regards.
Alessandro


On Tue, Mar 8, 2011 at 9:59 AM, Alessandro Terenzi a.tere...@gmail.comwrote:

 Yes, I tried the OpenAL framework that comes with OS X and it works, but
 I'm just getting an error the first time I press the 'm' key in the
 'example_osgaudio':

 *alError: (1718449215)
 Builds/osgAudio/osgAudio_02_00_00/src/openalpp/Source.cpp at Line: 115: No
 message associated with error code.*
 *Error: pthread_cond_destroy(,) returned error status, status = 16*

 but actually the sound keeps playing correctly and the app does not crash.
 So, not considering the error that is printed in the console, everything
 seems to work fine using the framework that comes with OS X.

 I'll keep trying OpenAL and also have a look at fmod for further
 development.
 Thanks everybody for the help.

 Cheers.
 Alessandro

 On Tue, Mar 8, 2011 at 9:07 AM, Stephan Huber ratzf...@digitalmind.dewrote:

 Am 07.03.11 11:46, schrieb Alessandro Terenzi:
  verything works fine on Windows, I'm having this problems only on Mac OS
 X
  and, FYI, I've built all the dependencies for osgAudio, including
  OpenAL-soft and freeAlut. The OSG version I'm using is 2.9.6.

 OpenAL is bundled with OS X as a framework. Have you tried this version
 of OpenAL?

 Cheers,
 Stephan
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[osg-users] [forum] HOW TO ADD CUSTOM COLOURS TO THE MODEL

2011-03-08 Thread Nagore Barrena
Hi,

I'm working in Windows XP with Osg-2.8.2. I use Catia to generate my 3d models. 
The only possibility to save the model in Catia and then to load it right in 
osg is to save the model in .stl extension. But when I save the model using 
this extension the model loses the colour, transforming into a grey model.

I load the 3d model using osgDB::readNodeFile() method:
modelNode = osgDB::readNodeFile(model.stl);
 
Do you know how I can add custom colours to the model using OSG methods?



Thank in advance!

Cheers,
Nagore

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Re: [osg-users] [forum] HOW TO ADD CUSTOM COLOURS TO THE MODEL

2011-03-08 Thread Ulrich Hertlein
Hi Nagore,

On 8/03/11 20:54 , Nagore Barrena wrote:
 I'm working in Windows XP with Osg-2.8.2. I use Catia to generate my 3d 
 models. The
 only possibility to save the model in Catia and then to load it right in osg 
 is to save
 the model in .stl extension. But when I save the model using this extension 
 the model
 loses the colour, transforming into a grey model.

STL doesn't really support colors, it's mostly a geometry format.
There is an extension to the binary STL format that supports 5-bit RGB colors 
and that is
supported by the OSG .stl loader.

Does Catia write binary or ASCII .stl files?

Cheers,
/ulrich
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Re: [osg-users] [forum] HOW TO ADD CUSTOM COLOURS TO THE MODEL

2011-03-08 Thread Alberto Luaces
Nagore Barrena writes:

 Hi,

 I'm working in Windows XP with Osg-2.8.2. I use Catia to generate my 3d 
 models. The only possibility to save the model in Catia and then to load it 
 right in osg is to save the model in .stl extension. But
 when I save the model using this extension the model loses the colour, 
 transforming into a grey model.

 I load the 3d model using osgDB::readNodeFile() method:
 modelNode = osgDB::readNodeFile(model.stl);

 Do you know how I can add custom colours to the model using OSG methods?


You can assign a StateSet in the code with a material definition which
overrides the colour of the model.

Or you can import the file in Blender, fine tune the material definition
for the object, save it into OBJ format and open it into OSG.

-- 
Alberto

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Re: [osg-users] Textures for Iphone not work at all :S..?? Need Help

2011-03-08 Thread Stephan Maximilian Huber
Hi,
Am 08.03.11 09:16, schrieb Laith Dhawahir:

 I tried to make textures work on iphone for many times and different ways, 
 but no one of them worked.. !!

Without more information we can't help you. What have you tried, show us
some of your code, etc. Perhaps you forgot to link against the
imageio-plugin, perhaps you are using not supported
texture-/image-formats, how should we know?

Textures do work on the iphone, there might be some issues with ive
and/or unsupported texture-/image formats.

The iphone-project on github shows the loading of a textured ive-model.

cheers,
Stephan
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[osg-users] Weird problem with osgText::Text3D

2011-03-08 Thread Johannes Scholz
Hi,

today I encountered a problem using osgText::Text3D.


When displaying the String Viewports using a osgText::Text3D, the display of 
the text gets messed up. Other strings tend to work.

Viewports appears as iewports V.

Problem occurs even in the example code. Just changed the text to Viewports.

I am on Windows-32 using OSG Tag 2.9.10. Not tested with other releases.

Thank you! Any suggestions?

Cheers,
Johannes

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Re: [osg-users] Weird problem with osgText::Text3D

2011-03-08 Thread Torben Dannhauer
Hi Johannes,

have you also tested with the newest Osg (trunk) ? Maybe you can look forthe 
last change in the text3D files in the SVN history,so you can determine if the 
bug could be fixed in a newer release than you use.

Thank you!

Cheers,
Torben

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Re: [osg-users] Weird problem with osgText::Text3D

2011-03-08 Thread Judson Weissert
Hi,

I have also experienced problems with Text3D. Specifically, problems
with character spacing (possibly kerning related?) where letters will
end up overlapping for certain strings. I think 2.9.10 exhibits the
overlapping behavior. I also updated to the latest trunk revision at the
time (which was r12078), that resulted in the overlapping behavior being
fixed, but then the overall text spacing quality was decreased.

Try the trunk revision and see if it works for you. Also, I was using
FreeType 2.3.12 if I recall correctly.

My eventual workaround was to revert to 2D text for the time being.

- Judson

On 3/8/2011 7:22 AM, Johannes Scholz wrote:
 Hi,

 today I encountered a problem using osgText::Text3D.


 When displaying the String Viewports using a osgText::Text3D, the display 
 of the text gets messed up. Other strings tend to work.

 Viewports appears as iewports V.

 Problem occurs even in the example code. Just changed the text to Viewports.

 I am on Windows-32 using OSG Tag 2.9.10. Not tested with other releases.

 Thank you! Any suggestions?

 Cheers,
 Johannes

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Re: [osg-users] Weird problem with osgText::Text3D

2011-03-08 Thread Robert Osfield
Hi Johannes,

There was a bug in osgText/freetype plugin's handling of kerning that
caused negative and wrongly scaled kerning offsets, this produced
exactly the problem you described.  I tracked down and fixed this bug,
so try svn/trunk ;-)

Robert.


On Tue, Mar 8, 2011 at 12:22 PM, Johannes Scholz
johannes.sch...@vtxtech.net wrote:
 Hi,

 today I encountered a problem using osgText::Text3D.


 When displaying the String Viewports using a osgText::Text3D, the display 
 of the text gets messed up. Other strings tend to work.

 Viewports appears as iewports                 V.

 Problem occurs even in the example code. Just changed the text to Viewports.

 I am on Windows-32 using OSG Tag 2.9.10. Not tested with other releases.

 Thank you! Any suggestions?

 Cheers,
 Johannes

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Re: [osg-users] Retrieved Vertices for FLT Model Not Consistent

2011-03-08 Thread Jean-Sébastien Guay

Hi Paul,


What you're saying doesn't really make sense. You say you're loading the
same model but getting different vertices each time you load it. What
makes you think the vertices are different? Does the model render
differently and appear visually different for each invocation of osgviewer?


No, I think what he's saying is that he gets the same vertices, but not 
in the same order, each run.


I don't have any insight into this, but I would suggest making an 
algorithm that doesn't depend on the order of the vertices. The order 
doesn't matter for rendering (apart from the relationship between 
vertices required by the primitives) so optimizers may well reorder them 
at any time, and you wouldn't want your algorithm to break because of 
that...


J-S
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Re: [osg-users] Android Development Plans

2011-03-08 Thread Robert Osfield
Hi Rafa, Jorge and all ;-)

On Mon, Mar 7, 2011 at 11:53 AM, Rafa Gaitan rafa.gai...@gmail.com wrote:
 Finally Jorge and me have finished a first approach to build OSG under
 Android using the android NDK.

 Attached you will find all required code and cmake modifications (They
 are based on a previous submissions I sent last week).

Many thanks for your efforts.  I have now merged and checked in
changes to OpenSceneGraph svn/trunk.  I haven't tested the Android
build at all yet, only the normal Linux build side.

Would it be possible for you to put up a documentation page on the
wiki to show how to set up to build the OSG on Android?

Thanks,
Robert.
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Re: [osg-users] Bug in AutoTransform ?

2011-03-08 Thread Miguel Lokida
Hello,

So no solution for this behavior ? This is really annoying because I thought 
block this problem by not putting the geometry if its size is zero, but now it 
affects another object that no longer appears.

Solutions are welcome.

Thank you.

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Re: [osg-users] Bug in AutoTransform ?

2011-03-08 Thread Robert Osfield
Hi Miguel,

You have the source code and the problem data in front of you so you
are well placed to debug the issue.  Just dive into osg::AutoTransform
code and see what is going on.

Robert.

On Tue, Mar 8, 2011 at 4:40 PM, Miguel Lokida mlok...@yahoo.fr wrote:
 Hello,

 So no solution for this behavior ? This is really annoying because I thought 
 block this problem by not putting the geometry if its size is zero, but now 
 it affects another object that no longer appears.

 Solutions are welcome.

 Thank you.

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Re: [osg-users] [osg-submissions] Android Development Plans

2011-03-08 Thread Rafa Gaitan
Hi Robert,

Thank you very much for reviewing!, We will include some documentation
on the wiki, but I have some work trips this weeks so probably Jorge
will do the most part.

Rafa.


2011/3/8 Robert Osfield robert.osfi...@gmail.com:
 Hi Rafa, Jorge and all ;-)

 On Mon, Mar 7, 2011 at 11:53 AM, Rafa Gaitan rafa.gai...@gmail.com wrote:
 Finally Jorge and me have finished a first approach to build OSG under
 Android using the android NDK.

 Attached you will find all required code and cmake modifications (They
 are based on a previous submissions I sent last week).

 Many thanks for your efforts.  I have now merged and checked in
 changes to OpenSceneGraph svn/trunk.  I haven't tested the Android
 build at all yet, only the normal Linux build side.

 Would it be possible for you to put up a documentation page on the
 wiki to show how to set up to build the OSG on Android?

 Thanks,
 Robert.
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Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia
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Re: [osg-users] osgAnimation : correct approach to detect when a skeletal animation has completed ?

2011-03-08 Thread Adrien David
Hi,

Thank you very much for your replies !

Following your suggestion Cedric, I am now using a TimelineAnimationManager 
instance instead of the BasicAnimationManager as the update callback.
I also took a close look to osganimationtimeline example (thank you for the 
pointer).

Animation stopping in the middle of an iteration.
Following the example, I am using ActionStripAnimation instances to hold my 
animations.
Then I am trying to trigger a callback when an ActionStripAnimation with a 
limited number of iterations x (setLoop(x)) is completed. I got the feeling 
that a way to achieve it could be similar to the one presented in the example : 
Timeline.setCallback(ActionStripAnimation.getNumFrames()-1, new Callback);
My first problem here is that, when using a realistic number of iterations 
(like 10), the animation is stopping in the middle (I mean, the last iteration 
of the animation does not return to the initial state). With the debugger I 
figured out that the number of frames calculated when calling setLoop(int) was 
inaccurate of a few units. But even setting it to a closer value does not solve 
this problem.

How to detect the completion of the current animation iteration ?
I did not evoke in my first post another requirement of our automaton I am 
trying to fulfill (my bad :) ). In some cases, the animated object will be 
looping infinitely on an animation, to be interrupted only when a given 
trigger is activated. In this case, the application would need to be able to 
detect when an animation iteration is completed on an infinitely looping 
ActionStripAnimation (ActionStripAnimation.setLoop(0)).
Here the getNumFrames() approach does not seem to be applicable anyway, and the 
only directions that came to my mind would be :

*Adding a nested NodeCallback to the AnimationManager, that would be called at 
each update traversal and -when the application wants to stop the current 
looping animation- it would compute the current iteration number of the 
animation I, and deduce the time by which this iteration will complete (I mean, 
stopping as soon as ReferenceTime = AnimationStartTime + I*AnimationDuration). 
That does not sound really elegant to me, but I was able to obtain a working 
prototype...

*Implementing a derived AnimationManager to override the update() method, and 
make possible to register a callback that will be triggered as soon as the 
current animation iteration is completed. Sounds better to me, but it is a bit 
of overkill if I am just missing an simplest way to achieve that.


Thank you for reading !

Cheers,
Adrien

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[osg-users] Missing textures with osgexport

2011-03-08 Thread szt0922
Hello all.

Today, I downloaded Cedric Pinson's osgexport script (and I've pulled the
latest version from the mercurial repo). I made a simple scene, consisting
only a plane. I UV-mapped the plane, and exported it to a .osg file. Then
loaded this into osgviewer, and the plane was there, but with no texture at
all. I took a look inside the file, and noticed that it contains no
reference to the texture at all. When I export both the plane and the
default lamp, there are some material descriptions in the osg file, but only
for the lighting, not for the texture.

What should I do to make it work?

By the way, I'm using Blender 2.49b, with Python 2.6.2.

Yours sincerely,
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