Re: [osg-users] How to Preserve FBX baked in textures when running running hardware skinning
The shader needs to receive a sampler uniform containing the integer value of a texture unit to use. The right way to do this would be to scan the subgraph of the model for state sets containing enabled texture units. Use a node visitor here. For each of these texture units, create a uniform value containing the texture unit and attach it to the model's state. It might be a bit of a pain to write a shader for all kinds of different textures and multitexturing modes though. There is a tool that might be able to assist you here. So far this isn't integrated into OSG. ShaderGen https://github.com/mojocorp/ShaderGen Christian 2015-01-27 13:50 GMT+01:00 Chris Hidden ch...@erghis.com: Ok so now back to the original intent with this question. So I can now attach a texture to my hand model with a vertex and fragment shader, which is great! I load the texture via its file path and send it along to the shaders. However I was hoping to find a way to do this in a different workflow. I have been and would like to continue to do a fair amount of the texture work in 3D Studio Max. So when I export an FBX model and load it into the scene graph it under normal circumstances retains its embedded texture and displays accordingly. Is there a way I can access these textures for the FBX model, so that I could in some way load the texture directly from the model. So if I have osg::ref_ptrosg::Node model = osgDB::readNodeFile(myModel.fbx); Then I would like to acheive this somehow (Pseudo Code): osg::ref_ptrosg::Texture2D texture = model-GetEmbeddeFBXTexture(); That way we could have a nice system that will take whatever our designers or modelers texture the model with directly through the code instead of having to manually switch in the code later on. Im sure this can be done one way or another. Is there a somewhat simple approach to this? Thank you! Cheers, Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62492#62492 ___ 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] How to Preserve FBX baked in textures when running running hardware skinning
Great thanks guys! This is the kind of lead I was looking for. Ill take a look at the shaderGen and I also have been poking around the fbxsdk which might help as well. Cheers! If I find a good solution and the time Ill try and post how I managed to get it working here later on. Thank you! Cheers, Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62495#62495 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to Preserve FBX baked in textures when running running hardware skinning
hmm just googled osg ShaderGen and found this: http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/branches/OpenSceneGraph-3.2/src/osgUtil/ShaderGen.cpp This seems to create shader code based on some OSG states, but I have no idea how complete this implementation is. Also I have never used this ;) Christian 2015-01-27 14:26 GMT+01:00 Chris Hidden ch...@erghis.com: Great thanks guys! This is the kind of lead I was looking for. Ill take a look at the shaderGen and I also have been poking around the fbxsdk which might help as well. Cheers! If I find a good solution and the time Ill try and post how I managed to get it working here later on. Thank you! Cheers, Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62495#62495 ___ 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] [Build error] GL_SEPARATE_ATTRIBS not declared
HI Sverre, On 27 January 2015 at 13:26, Sverre Aleksandersen sverre.aleksander...@gmail.com wrote: Shouldn't line 643 and 317 in osgTerrain/GeometryPool.cpp be GL_LINES_ADJACENCY_EXT instead of GL_LINES_ADJACENCT? That's how it's defined in GLDefines. Should really be the other way around, with GLDefines providing the GL_LINES_ADJANCY, the EXT version pre-dates GL-3.2. I have made changes to my local GLDefines to address this, I'm currently waiting for a clean build to see if this change is fine. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] SmoothingVisitor normals doesn't seem right
Hi, I am trying to use the SmoothingVisitor to generate the normals. I am not explicitly setting the normals array. However, when rendered it appears as though the normals generated are flipped. The geometry consists of triangle and quad primitives. I tried it in two ways. Code: osgUtil::SmoothingVisitor::smooth(*pGeometry); Code: osgUtil::SmoothingVisitor sv; pGeode-accept(sv); Any suggestions? Is there something more to be done? Thank you! Cheers, AP -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62491#62491 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to Preserve FBX baked in textures when running running hardware skinning
Ok so now back to the original intent with this question. So I can now attach a texture to my hand model with a vertex and fragment shader, which is great! I load the texture via its file path and send it along to the shaders. However I was hoping to find a way to do this in a different workflow. I have been and would like to continue to do a fair amount of the texture work in 3D Studio Max. So when I export an FBX model and load it into the scene graph it under normal circumstances retains its embedded texture and displays accordingly. Is there a way I can access these textures for the FBX model, so that I could in some way load the texture directly from the model. So if I have osg::ref_ptrosg::Node model = osgDB::readNodeFile(myModel.fbx); Then I would like to acheive this somehow (Pseudo Code): osg::ref_ptrosg::Texture2D texture = model-GetEmbeddeFBXTexture(); That way we could have a nice system that will take whatever our designers or modelers texture the model with directly through the code instead of having to manually switch in the code later on. Im sure this can be done one way or another. Is there a somewhat simple approach to this? Thank you! Cheers, Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62492#62492 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to Preserve FBX baked in textures when running running hardware skinning
Hi Chris, osg::ref_ptrosg::Texture2D texture = model-GetEmbeddeFBXTexture(); I think you have to write NodeVisitor that will traverse your model and extract the Texture from the StateSet. But you can also work with the texture that is mapped in your FBX model. I didn't followed your conversation with Robert on this topic, but maybe you just put in your shader the texture unit to which the texture is assigned? On Tue, Jan 27, 2015 at 1:50 PM, Chris Hidden ch...@erghis.com wrote: Ok so now back to the original intent with this question. So I can now attach a texture to my hand model with a vertex and fragment shader, which is great! I load the texture via its file path and send it along to the shaders. However I was hoping to find a way to do this in a different workflow. I have been and would like to continue to do a fair amount of the texture work in 3D Studio Max. So when I export an FBX model and load it into the scene graph it under normal circumstances retains its embedded texture and displays accordingly. Is there a way I can access these textures for the FBX model, so that I could in some way load the texture directly from the model. So if I have osg::ref_ptrosg::Node model = osgDB::readNodeFile(myModel.fbx); Then I would like to acheive this somehow (Pseudo Code): osg::ref_ptrosg::Texture2D texture = model-GetEmbeddeFBXTexture(); That way we could have a nice system that will take whatever our designers or modelers texture the model with directly through the code instead of having to manually switch in the code later on. Im sure this can be done one way or another. Is there a somewhat simple approach to this? Thank you! Cheers, Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62492#62492 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Build error] GL_SEPARATE_ATTRIBS not declared
Hi, Shouldn't line 643 and 317 in osgTerrain/GeometryPool.cpp be GL_LINES_ADJACENCY_EXT instead of GL_LINES_ADJACENCT? That's how it's defined in GLDefines. Regards, Sverre A: On Sun, Jan 25, 2015 at 12:45 PM, Alexey Pavlov alex...@gmail.com wrote: 2015-01-23 20:21 GMT+03:00 Mattias Helsing helsin...@gmail.com: Hi, I have been seeing these errors for a while when building OSG using an old android NDK. I don't use it but just tried to build OSG using a new Toolchain file provided a few months ago. I discarded it thinking it was due to me using an old NDK, but if anyone is interested i post nightly builds once in a while to: http://cdash.openscenegraph.org Matters maybe you know Ray Donnelly he works on Android NDK some time ago. We work with him on MSYS2 project now. I'm fix building OSG using next patch for including extra GL header: --- OpenSceneGraph/CMakeLists.txt.orig 2015-01-25 14:09:28.10540 +0300 +++ OpenSceneGraph/CMakeLists.txt 2015-01-25 14:09:37.49660 +0300 @@ -508,7 +508,7 @@ SET(OPENGL_HEADER2 CACHE STRING #include line for additional OpenGL Headers if required) ELSE() SET(OPENGL_HEADER1 #include GL/gl.h CACHE STRING #include line for OpenGL Header) -SET(OPENGL_HEADER2 CACHE STRING #include line for additional OpenGL Headers if required) +SET(OPENGL_HEADER2 #include GL/glext.h CACHE STRING #include line for additional OpenGL Headers if required) ENDIF() ENDIF() Regards, Alexey. cheers Mattias On Fri, Jan 23, 2015 at 9:25 AM, Alexpux alex...@gmail.com wrote: 23 янв. 2015 г., в 10:59, Robert Osfield robert.osfi...@gmail.com написал(а): Hi Alexey, On 22 January 2015 at 21:02, Alexey Pavlov alex...@gmail.com wrote: All defines are present in glext.h for mingw-w64. Wonder why they not defined. See: https://github.com/Alexpux/mingw-w64/blob/master/mingw-w64-headers/include/GL/glext.h Perhaps CMake is using the Windows gl.h rather than the mingw one. Have a look to see what CMake has selected for the path to the OpenGL headers - the variable is OPENGL_INCLUDE_DIR:PATH. Here: https://github.com/Alexpux/mingw-w64/tree/master/mingw-w64-headers/include/GL You can see that «gl.h» is also present. So maybe need include not only this header? Alexey. Robert. ___ 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