[osg-users] How to build osgdotnet wrapper for OpenSceneGraph-3.0.0

2011-07-28 Thread Rakesh Parmar
Hi List,

I am trying to build osgdotnet warpper for OpenSceneGraph-3.0.0.
I have read the document provided here and i have compiled generator 
.sln aslo.
http://www.openscenegraph.org/projects/osgDotNet/wiki/GettingStartedWithTheWrappersGenerator

But i have read in archive mail that we need to modify osgdotnet wrapper to 
work for OpenSceneGraph-3.0.0. Is it correct?

If some body already done this for OpenSceneGraph-3.0.0 or any new version .

Plaese guide me or even any link will be welcome

Thank you!

Cheers,
parmar

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Re: [osg-users] How to pass materail color of 3ds through shader using OpenGL ES 2.0

2010-09-11 Thread Rakesh Parmar
it got resolved .

Code is perfect just we need to initialize  uniform properly

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[osg-users] How to pass materail color of 3ds through shader using OpenGL ES 2.0

2010-09-10 Thread Rakesh Parmar
Hi List,
Thanks for all the support.Now I am able to  build  Osg with opengl ES 2.0 
without Qt and can run the sample programs.
I am able to load the .3ds file but I am unable to render the correct material 
on the screen.

Following is the source code I m using:


Code:

#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include
//#include
#include
using namespace osg;

osg::Uniform* _ClrUniform;

static const char* vertSource = {

"// colors a fragment based on its position\n"
"uniform vec3 color;   \n"
"varying mediump vec4 Finalcolor;\n"
"void main(void) {\n"
"Finalcolor = color;\n"
"gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n"
};

static const char* fragSource = {
//SHADER_COMPAT
"varying mediump vec4 Finalcolor;\n"
"void main(void) {\n"
"gl_FragColor = Finalcolor;\n"
"}\n"
};

int main( int, char ** )
{
osgViewer::Viewer viewer;

osg::setNotifyLevel(osg::INFO);

ref_ptr m_root = new Group;

osg::Geode* geode = (osg::Geode* )osgDB::readNodeFile( "info_icon.3ds" );

osg::Program* program = new osg::Program;
program->setName("shader");
program->addShader(new osg::Shader(osg::Shader::VERTEX, vertSource));
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragSource));

geode->getOrCreateStateSet()->setAttributeAndModes(program, 
osg::StateAttribute::ON);

_ClrUniform = new osg::Uniform("color",osg::Vec3(1.0,0.0,0.0));//Initializing 
the uniform

osg::StateSet *stateSet = geode->getOrCreateStateSet();
stateSet->addUniform(_ClrUniform);
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);

m_root->addChild(geode);
  
viewer.setUpViewInWindow( 32, 32, 1024, 600 );
viewer.setSceneData(m_root.get());
return viewer.run();
}




I have looked at material.cpp and tried to set the Uniform for material.But 
somehow its not updating in the application.It is taking black color by default.

I think  that, they have not handled the material property for ES 2.0 in 
material.cpp 
I have tried modifying the code in material.cpp  in void 
Material::apply(State&) const function.
The modified code is as follows:

Code:

osg::Uniform*  _myClrUniform;
 _myClrUniform->set( osg::Vec3(_diffuseFront.x(), _diffuseFront.y(), 
_diffuseFront.z()) );





How can I set the material property of every object through application for 
.3DS file?
Any help will be appreciated.

Regards,
Parmar

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Re: [osg-users] How to build OSG 2.9.8 for Emulator on linux

2010-09-10 Thread Rakesh Parmar
Hi List,
Thanks for all the support.Now I am able to  build  Osg with opengl ES 2.0 
without Qt and can run the sample programs.
I am able to load the .3ds file but I am unable to render the correct material 
on the screen.

Following is the source code I m using:


Code:

#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include
//#include
#include
using namespace osg;

osg::Uniform* _ClrUniform;

static const char* vertSource = {

"// colors a fragment based on its position\n"
"uniform vec3 color;   \n"
"varying mediump vec4 Finalcolor;\n"
"void main(void) {\n"
"Finalcolor = color;\n"
"gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n"
};

static const char* fragSource = {
//SHADER_COMPAT
"varying mediump vec4 Finalcolor;\n"
"void main(void) {\n"
"gl_FragColor = Finalcolor;\n"
"}\n"
};

int main( int, char ** )
{
osgViewer::Viewer viewer;

osg::setNotifyLevel(osg::INFO);

ref_ptr m_root = new Group;

osg::Geode* geode = (osg::Geode* )osgDB::readNodeFile( "info_icon.3ds" );

osg::Program* program = new osg::Program;
program->setName("shader");
program->addShader(new osg::Shader(osg::Shader::VERTEX, vertSource));
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragSource));

geode->getOrCreateStateSet()->setAttributeAndModes(program, 
osg::StateAttribute::ON);

_ClrUniform = new osg::Uniform("color",osg::Vec3(1.0,0.0,0.0));//Initializing 
the uniform

osg::StateSet *stateSet = geode->getOrCreateStateSet();
stateSet->addUniform(_ClrUniform);
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);

m_root->addChild(geode);
  
viewer.setUpViewInWindow( 32, 32, 1024, 600 );
viewer.setSceneData(m_root.get());
return viewer.run();
}


I have looked at material.cpp and tried to set the Uniform for material.But 
somehow its not updating in the application.It is taking black color by default.

I think  that, they have not handled the material property for ES 2.0 in 
material.cpp 
I have tried modifying the code in material.cpp  in void 
Material::apply(State&) const function.
The modified code is as follows:



osg::Uniform*  _myClrUniform;
 _myClrUniform->set( osg::Vec3(_diffuseFront.x(), _diffuseFront.y(), 
_diffuseFront.z()) );

[/code]

How can I set the material property of every object through application for 
.3DS file?
Any help will be appreciated.

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Re: [osg-users] [osgPlugins] How to use COLLADA DOM parser on Ubuntu?

2010-09-03 Thread Rakesh Parmar
Hi Robert,

Thanks for your quick reply .

I will read the docs for that. 

Cheers,
Rakesh

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[osg-users] [osgPlugins] How to use COLLADA DOM parser on Ubuntu?

2010-09-03 Thread Rakesh Parmar
Hi,

I am trying to use COLLADA DOM parser on Ubuntu using Opengl ES 2.0.
So could someone help me on how to proceed with the same.

We have a small sample application and a sample .dae collada file.So we want to 
load the sample collada file in our application using collada dom parser on 
Ubuntu.So what steps need to be followed on that.

Thank you!

Cheers,
Parmar

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Re: [osg-users] How to build OSG 2.9.8 for Emulator on linux

2010-08-29 Thread Rakesh Parmar
Hi  List,

Please give me some pointer on this issue.

Thank you.

Cheers,
Parmar.

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Re: [osg-users] OSG using OpenGL ES 2.0 on IPhone

2010-08-27 Thread Rakesh Parmar
Hi rti,

How you have compiled and build for es 2.0 .
Please explain to me i also want to build for es 2.0 using 
emulator.
... 

Thank you!

Cheers,
parmar

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Re: [osg-users] How to build OSG 2.9.8 for Emulator on linux

2010-08-27 Thread Rakesh Parmar
Hi Robert,

Thanks for your reply.

I have seen  CMakeLists.txt ,here we have to change according to the link you 
have given to me ,

Code:

OPTION(OSG_GL2_AVAILABLE "Set to OFF to disable use of OpenGL 2.x functions 
library." ON)




or some where else.

I am not getting it.

PLease guide me how to run es 2.0 example
using OSG.

If you provide any link or sample it will be great. 

PLease help me out.
 

Thank you!

Cheers,
Rakesh

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Re: [osg-users] How to build OSG 2.9.8 for Emulator on linux

2010-08-27 Thread Rakesh Parmar
Hi Roberts,

I am really sorry for that.

i would like to build OSG for OpenGL ES 2.0 but i dont have es 2.0 hardware.
So i wanted to use es 2.0 emulator version of build .Before sending to
forum i have searched on google but i didnt get it any info .

i have read this link also.

[url]
http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES
[/url]

but i am not getting how to do this.

I have just started using OSG . So Please help me out. 
... 

Thank you!

Cheers,
parmar

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[osg-users] How to build OSG 2.9.8 for Emulator on linux

2010-08-27 Thread Rakesh Parmar
Hi List,


I have built osg 2.9.8 on linux but i m not getting how to build as a 
emulator on linux. 

Thank you!

Cheers,
Parmar

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Re: [osg-users] Can we used OSG for ES 2.0 project on linux??

2010-08-26 Thread Rakesh Parmar
Hi bouffa,

Now its compiling .Thanks a lot.

Regards,
RK>

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Re: [osg-users] Can we used OSG for ES 2.0 project on linux??

2010-08-25 Thread Rakesh Parmar
Hi Robert,

 I have compiled osg 2.9.8 on linux system .
I am getting this error.

/OpenSceneGraph-2.9.8/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:11:2:
 error: #error "The header file 'QGraphicsViewAdapter' doesn't include 
."

I have gone through your reply in one of the thread.
That we have to do touch .
but even if i am doing touch and providing
this its not working.

/OpenSceneGraph-2.9.8/OpenSceneGraph-2.9.8$  touch 
incldue/osgQt/QGraphicsViewAdapter 

Please help me out

First i am doing simple build not doing for ES 2.0
Rakesh

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Re: [osg-users] Can we used OSG for ES 2.0 project on linux??

2010-08-25 Thread Rakesh Parmar
Hi Robert,

 This link i got it .
[url]
http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES
[\url]
 
i will try to compile according to this given link.Please provide me some 
sample if its available.

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Re: [osg-users] Can we used OSG for ES 2.0 project on linux??

2010-08-25 Thread Rakesh Parmar
Hi Robert,

 Thanks for your reply .Can you please give me some link
where i can det documentation for compiling OSG with OPenGL ES 2.0 using 
emulator and any ES 2.0 sample will be reall good for me.

Regards,
RK.

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[osg-users] Can we used OSG for ES 2.0 project on linux??

2010-08-24 Thread Rakesh Parmar
Hi list,

Can we used OSG for our ES 2.0 project on linux project .
I am asking because its still in beta duild no stable build.
Guys please help me out on this. 

Thank you!

Cheers,
Rakesh

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Re: [osg-users] Opengl ES 2.0 support

2010-08-17 Thread Rakesh Parmar
@Robert :Thanks for your quick reply.


I have just read this on OSG site .

But still this is beta release.

I will download and will try to run Opengl sample.
 

Thank you!

Cheers,
Rakesh

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[osg-users] Opengl ES 2.0 support

2010-08-17 Thread Rakesh Parmar
Hi,

   I have heard that OSG is coming with ES 2.0 support.
   PLease guys confirm status of ES 2.0 support.

Thank you!

Cheers,
Rakesh

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[osg-users] NewBie Question Rotation question

2010-07-10 Thread Rakesh Parmar
Hi,

i am trying to do animation about own axis of object
itself but i am not getting correctly. 


Code:


virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
  { 
  if (nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
  {
  osg::MatrixTransform* MT = 
dynamic_cast(node);
  if (MT) {
osg::Vec3 result(0,1,0);
osg::Matrix Rot;
Rot.makeRotate(1,result);
MT->setMatrix(Rot*MT->getMatrix());
  }
  }
  ///traverse(node,nv);
  }
]

Please help me i am just learning OSG

Thank you!

Cheers,
Rakesh



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Re: [osg-users] [osgPlugins] Collada plugin Problem

2010-06-24 Thread Rakesh Parmar
Even i followed this link also.You have also mentioned in this
link we should provide good doc.if i am matching your name correctly.

http://forum.openscenegraph.org/viewtopic.php?t=3366

Any way how new user know that third party lib is also required 
for building plugin.

Regards,
parmar.

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Re: [osg-users] [osgPlugins] Collada plugin Problem

2010-06-24 Thread Rakesh Parmar
LInk is 

http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada

but not enough to do collada plugin.

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Re: [osg-users] [osgPlugins] Collada plugin Problem

2010-06-24 Thread Rakesh Parmar
Hi Skylark ,

   Thanks for your reply. I was not aware of third party lib
   also required .Now i have added to cmake and its coming 
   fine.We should provide some good doc on collada plugin for
  OSG.I got only this link but its outdated.
  I am not able to give link so sorry.
  
 For beginner it is really difficult so we should provide some 
 doc on collada plugin.
Regards,
RK.

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[osg-users] [osgPlugins] Collada plugin Problem

2010-06-24 Thread Rakesh Parmar
Hi List,

I have followed this link to load collada plugin in OSG,



i am getting this error in cmake ui tool.

Could NOT find LibXml2  (missing:  LIBXML2_LIBRARIES LIBXML2_INCLUDE_DIR).

i just genearated the solution file despite of this error ,i got dae 
plugin into osg plugin but getting crash in this API

viewer.setSceneData( osgDB::readNodeFile("dummy.dae")

not getting the DAE extension.

Please help me on this issue.

I am attaching cmake file path also.




... 

Thank you!

Cheers,
Rakesh

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