Re: [osg-users] [build] LNK1181 fatal error ONLY for libpng.lib

2011-06-06 Thread Mr Alji
Solved, all i had to do is to set on cmake *png_library* to libpng15.lib,
rather than the inexistant file *libpng.lib* (cmake set it by default)

thank you for your responses.

have a nice day
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Statistics of the mailing list

2011-06-06 Thread Mr Alji
Hi,

Is it possible to have the statistics of growth of the mailing lists ?

> numbers of subscribers / timeline


thank you
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Invisibility Effect with Material Color Problem

2011-05-23 Thread Mr Alji
Bonjour,

I make a shape disappear by setting an attribute Material with an Alpha
equal to 0.
I would like to animate its appearance. I increase the Alpha value until 1,
but the original color of the shape is not back, rather than that I get a
metallic color.

What should I do ?
thanks
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Transparency on Shapes

2011-05-13 Thread Mr Alji
Hello,

I am learning to use *Transparency Effect* on OpenSceneGraph. I don't know
if I am doing it right. I have made a video screen capture. I do think that
I missed something http://www.youtube.com/watch?v=Kzm_1X55OIM

I have multiple shapes. I attached a *osg::Material* attribute to some of
them.The third sphere (nearst to the user) is set to be transparent up to
40%.

// Enable blending, select transparent bin.
> stateSet->setMode( GL_BLEND, osg::StateAttribute::ON );
> stateSet->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
>
> // Material
> osg::Material * _material = new osg::Material;
> _material->setAlpha( osg::Material::FRONT_AND_BACK, 0.4f );
> _material->setColorMode( osg::Material::AMBIENT );
> stateSet->setAttributeAndModes( _material , osg::StateAttribute::ON );
>
>  // Blending
> osg::ref_ptr blendFunc = new osg::BlendFunc;
> blendFunc->setFunction( osg::BlendFunc::SRC_ALPHA ,
> osg::BlendFunc::ONE_MINUS_SRC_ALPHA );
> stateSet->setAttributeAndModes( blendFunc );
>


   1. Have I done it right ??
   2. let suppose I would like to modify the transparency of a Node picked
   ??? Should I get its material attribute and modify its *Alpha* ??
   3. In case, the video show a small lack of transparency between the two
   cylinders and the sphere ?? is it normal ?? or I missed the
*osg::Depth *attribute
   ??

Thank you for advance for your help
Cheers

ps: video http://www.youtube.com/watch?v=Kzm_1X55OIM
*--*
*M. ALJI Mohamed*
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osg and Qt

2011-04-05 Thread Mr Alji
Hi Martin,

In OpenSceneGraph sources, there is an *Example osgQtWidgets*. give it a
try

Cheers
*--*
*M. ALJI Mohamed*
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Mr Alji
consider mentioning the *date* of the last update, please.

*--*
*M. ALJI Mohamed*
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Mr Alji
Hello Nan & Torben,

You have to add the *3rdParty bin* to your PATH otherise set the environment
variable OSG_NOTIFY_LEVEL to a higher verbosity level such DEBUG_INFO or
DEBUG_FP (by default it is NOTICE I think).

Cordialement
*--*
*M. ALJI Mohamed*


2011/3/28 Torben Dannhauer 

> Hi Nan,
>
> which version of the 3rdParty package have you downloaded? The current
> version is V5.
>
> You have to added your "3rdparty/x86/bin" folder to your PATH. It contains
> the dll dependencies and has to be part of your path to allow osgviewer to
> find it.
>
> The environment variable OSG_3RDPARTY_DIR is not required to run
> OpenSceneGraph with this package, it is only available to allow CMake to
> find your 3rdparty package automatically. This makes frequent OSG rebuilds
> easier..
>
> Thank you!
>
> Cheers,
> Torben
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=37924#37924
>
>
>
>
>
> ___
> 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 animation

2011-03-24 Thread Mr Alji
Hi Josue & Morad,

Here is a newbie explanation :

   - First time, you need to know that the *osgDB *library provides access
   to a lot of 2D and 3D files ( like .fbx ), by managing several *osg *
   plugins.
   - You intend to use an fbx file, so you need to check if the plugin "FBX
   reader/writer" is correctly installed.
   - In second, the following snippet enable to load the scene graph of an
   fbx file:

osg::ref_ptr root = osgDB::readNodeFile( fbxFile )
>

   - Then, locate the *AnimationManager *you want to use either *Basic *or *
   Timeline*, according to your necessity.

 [image: a02292.png]

   - the best way is to use the design pattern Visitor, already implemented
   in *osg::NodeVisitor*.

struct AnimationManagerFinder : public osg::NodeVisitor
> {
> osg::ref_ptr _am;
>
> AnimationManagerFinder()
> {setTraversalMode(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN); }
>
> void apply(osg::Node& node) {
>
> if (_am.valid())
> return;
>
> if (node.getUpdateCallback()) {
> _am =
> dynamic_cast(node.getUpdateCallback());
> return;
> }
>
> traverse(node);
> }
> };
>

   - In the previous code snippet, the *BasicAnimationManager*, if it is
   found, will be stored on the variable* '_am' *located at *finder._am.*
   - in your main function:

AnimationManagerFinder finder;
> root->accept(finder);
>

   - then you can recuperate the *AnimationList* avalaible in your fbx file
   like this:

const osgAnimation::AnimationList& animations =
> finder._am->getAnimationList();
>

   - Finally, you can do what ever you want: play the animation on the *
   osgViewer*, get the *Duration*, the *StartTime*, the *Name *of the
   animation... specify the *PlayMode*..

finder._am->playAnimation( animations[an].get() );

 ...
>
std::cout << "name animation: " << animations[an]->getName() << std::endl;
>


I hope I helped :) please feel free to respond to this topic to ameliorate
it.

Have a nice day*
--*
*M. ALJI **Mohamed *
<>___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgAnimation : correct approach to detect when a skeletal animation has completed ?

2011-03-02 Thread Mr Alji
Hello,

What about using *isPlaying() *method of your current animation ? does it
fulfill your needs ?

cheers
*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com



2011/3/3 Thomas Hogarth 

> Hi Adrien
>
> I've never actually done this but I have thought about it as I'll need it
> eventually.
>
> I think your best bet is to look at void BasicAnimationManager::update
> (double time), that is where an animation is played through and were you can
> detect that an animation is finished. Perhaps you could attach your own
> simple callback object as the user data for your animations. Then inplement
> your own Animation manager and call the callback object when an animation
> with one as it's user data finishes.
>
> Let me know how you get on as this would be a useful feature.
>
> Cheers
> Tom
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=37269#37269
>
>
>
>
>
> ___
> 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] Keyboard move camera position

2011-03-02 Thread Mr Alji
Hi Nan,

Well I do believe that the best thing to do to start is to follow Martin's
Answer :)
after that, try in the main function the following code snippet :

viewer.setCameraManipulator( new osgGA::DriveManipulator() )
>

have a nice day
*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to compute the coordinates of specific point ?

2011-02-28 Thread Mr Alji
Well thank you Shayne, I understand now, my problem is supposed to be much
simplier than handling a *collision detection.
*so don't bother yourself with my code snippet, it is just newbie attempt

have a nice day*
**

*
*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to compute the coordinates of specific point ?

2011-02-25 Thread Mr Alji
okey, having loaded a 3d model like this image [image:
Aqua-Table-by-Zaha-Hadid-for-Established-Sons-1.jpg]

I would like to find a way to compute the bottom point of this object ?
Until now I don't know, I thoug
*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com



2011/2/24 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC <
shayne.tuel...@hill.af.mil>

> Perhaps you can be a bit more specific on your problem mathematically.
> Your original post was somewhat vague on what you're trying to
> accomplish...
>
> -Shayne
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mr Alji
> Sent: Thursday, February 24, 2011 2:48 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] How to compute the coordinates of specific
> point ?
>
> Thank you for answering, not really what I am looking for but it already
> helped
>
> ___
> 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 compute the coordinates of specific point ?

2011-02-24 Thread Mr Alji
Thank you for answering, not really what I am looking for but it already
helped
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] How to compute the coordinates of specific point ?

2011-02-23 Thread Mr Alji
Hello,

Please I am a little bit stucked here ...I would like to caclculate the
coordinates (Vec3d) of the bottom point following the Z axe of a model.
how I am supposed to do that ??!!
I'm trying to compute the intersection between the model and a Plane located
at the model boundingBox.zMin, but with nooo succes

Thanks
*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Website unreachable

2011-02-05 Thread Mr Alji
nor from france !
*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com
mr.m.a...@gmail.com



2011/2/4 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC <
shayne.tuel...@hill.af.mil>

> Can't get there from Utah either...for both links...
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
> 'Xenon' Hanson
> Sent: Friday, February 04, 2011 11:54 AM
> To: osg-users@lists.openscenegraph.org
> Subject: [osg-users] Website unreachable
>
>
> http://www.openscenegraph.org/projects/osg
>
>
>  Unreachable from Colorado right now, though
> http://www.openscenegraph.org/
> responds.
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
> http://www.alphapixel.com/
>  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
> Contracting.
>"There is no Truth. There is only Perception. To Perceive is to Exist."
> - Xen
> ___
> 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] Controlling animations in FBX models

2011-02-04 Thread Mr Alji
Hi Renato & Thomas,

I came to the same conclusion :* multiple animations on the same fbx file
can only be done with MotionBuilder*, until i found this
PlayerMarine.FBX
with multiple animations : Run, Walk , Shoot ... and at the beginning of the
file there is this line:

Creator: "FBX SDK/FBX Plugins build 20061101"

It seems a little bit contradictory

Cheers


*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com
mr.m.a...@gmail.com



2011/2/4 Thomas Hogarth 

> Hi Renato
>
>
>> I thought it was not possible. How can you save your FBX file with
>> multiple
>> animations? I'm using 3DS Max 2010 and I do not see a way to save multiple
>> animations. I'm not familiar with modeling ...
>>
>
> I need to do something similar at the moment. I know MotionBuilde can
> export fbx with multiple takes, but 3ds max can not. I plan to write a node
> visitor that will find and split any osg animations into multiple takes.
> Perhaps using a config file. Shouldn't take long, I'll send you a copy when
> I'm done. If you export your fbx from osg as a .osg file you can see how the
> data is stored and looks petty straight forward to split it.
>
> Alternatively you can use MotionBuilder and I know the FBX plugin is
> capable of loading the multiple takes.
>
> Cheers
> Tom
>
> ___
> 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] Controlling animations in FBX models

2011-02-03 Thread Mr Alji
Hi Silveira,

I had almost the same problem, rather than specifying the frames to be
played, I choosed to use FBX Model with multiple animations, the animation
Manager took care of the rest.

I hope I helped a little bit
*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com
mr.m.a...@gmail.com



2011/2/3 Renato Silveira 

> Hi,
>
>
> In my application I’m using osg with FBX plug-in.
>
>
> The FBX model that I’m using has a unique sequence of animations, called
> “Take 001”. The sequence includes a walk, stand, and run animations.
>
> Is there a way to specify that from frame 0 to 100 I have the walk
> animation, from frame 1001 to 3000 I have the stand animation, and so on?
>
>
> I’m using the AnimationTimelineHandler, as in the example, but I could not
> figure out how to do it. I play the entire sequence of animations, but I
> cannot separate them.
>
>
> --
> Renato Silveira (Ph. D. Student)
>
> Informatics Institute - UFRGS
> Porto Alegre - RS - Brazil
> http://www.inf.ufrgs.br/~rsilveira 
>
> ___
> 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] Problem with setProjectionMatrixAsFrustum()

2011-02-02 Thread Mr Alji
this is a test ! thank you



2011/2/2 Jean-Sébastien Guay 

> Hi Mukund,
>
>  So, my first query is clear. Well as for my second one. How is it the
>> object is being projected if it is even placed before the near-clip plane?
>> ie before 1900?
>>
>> i could not get this part.
>>
>
> Do you have a camera manipulator attached to your viewer? Even if you don't
> create one yourself, some usage models of osgViewer will create a
> TrackballManipulator for you.
>
> Whether the object is in view does not just depend on the projection
> matrix, it also depends on the view matrix. If you set up your projection
> matrix like you said, but your view matrix is identity except for a
> translation by (0, -2000, -1000), then you will still see your node. And by
> default, on first frame, the default camera manipulator will do just that -
> change the view matrix so that the whole scene is visible...
>
> So if you want total control over camera placement and projection, remove
> the camera manipulator. And if you want to see why your node is visible,
> check the view matrix of your camera after a few frames in the debugger...
>
> 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 mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org