Re: [osg-users] importing shaders

2009-03-27 Thread Tomlinson, Gordon
I would recommend reading the following to get I idea of what OSG has to
offer, as it has  a LOT to offer

NEWS.txt in the source root direcotry

OSG Quick Start Guide  ( pdf version is free )
http://www.osgbooks.com/books/osg_qs.html  

OSG Reference Manual ( pdf version is free )
http://www.osgbooks.com/books/osg_refman22.html

Visiting http://www.openscenegraph.org/projects/osg/wiki/Support and
following the links to examples, tutorials, reference guides etc




Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Julia
Guo
Sent: Thursday, March 26, 2009 9:14 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] importing shaders

hi,

That is encouraging to know OSG supports shaders natively (now I saw the
shader examples).
I have got the 3DS exporter working now.



 Out of 133 examples I can only find 6 that use CompositeViewer at all

Just 6/133 - I take that criticism back then! Many of the examples I
looked at coincidentally supported a composite view.

Julia

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Re: [osg-users] importing shaders

2009-03-26 Thread Julia Guo
hi,

That is encouraging to know OSG supports shaders natively (now I saw the shader 
examples).
I have got the 3DS exporter working now.



 Out of 133 examples I can only find 6 that use CompositeViewer at all

Just 6/133 - I take that criticism back then! Many of the examples I looked at 
coincidentally supported a composite view.

Julia

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=9340#9340





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Re: [osg-users] importing shaders

2009-03-10 Thread Guy

Hello,
 Hope it helps, .osg files can have shaders in them. Like the Julia file
with the fractals. (It's in the data that comes with the OSG).

Guy.



I have a model made in 3DS with textures and shaders and I would like to
use it within OSG. When I try displaying it with osgviewer.exe the
textures are rendered but not the shaders. 

I know shaders are algorithms, so perhaps they are not exported with the
model.
Or 3DS may be using a DirectX shader while OSG is OpenGL based.
Am I on the right track??

Is there a way to design models with shaders and import them into OSG? 
Or do I need to manually attach my shaders with osg::Shader (which would
make models harder to design)?

Julia

(P.S. - in learning OSG I found the examples extremely useful, but I
feel many have been over engineered so that they obscure their purpose.
For instance many of the examples have a flag to use a Composite Viewer
instead of the default Viewer. I think it would be ideal for beginners
if the examples were stripped down to focus on their core
functionality.)

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8134#8134





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Re: [osg-users] importing shaders

2009-03-10 Thread Robert Osfield
Hi Julia,

On Tue, Mar 10, 2009 at 4:35 AM, Julia Guo osgfo...@tevs.eu wrote:
 I have a model made in 3DS with textures and shaders and I would like to use 
 it within OSG. When I try displaying it with osgviewer.exe the textures are 
 rendered but not the shaders.

 I know shaders are algorithms, so perhaps they are not exported with the 
 model.
 Or 3DS may be using a DirectX shader while OSG is OpenGL based.
 Am I on the right track??

How are you loading the models?  If you are loading them via .3ds then
you certainly won't get any shaders as the .3ds format pre-dates any
such functionality.  You'll certainly needs to the use the OSGExp
plugin to 3D Studio.  The status of shaders with this plugin I'm
unsure about though as I've never used it personally.

 Is there a way to design models with shaders and import them into OSG?
 Or do I need to manually attach my shaders with osg::Shader (which would make 
 models harder to design)?

As Guy mentioned the .osg format does support shaders, and being an
ascii format it's possible to edit it by hand.  Not ideal.  You can
also store the shaders in staight ascii files and load this into
osg::Shader.  See the osgshaders example.  osgVolume also make uses of
locally defined as well as ones sourced from
OpenSceneGarph-Data/shaders.

 (P.S. - in learning OSG I found the examples extremely useful, but I feel 
 many have been over engineered so that they obscure their purpose. For 
 instance many of the examples have a flag to use a Composite Viewer instead 
 of the default Viewer. I think it would be ideal for beginners if the 
 examples were stripped down to focus on their core functionality.)

Out of 133 examples I can only find 6 that use CompositeViewer at all,
and 2 of this specifically demonstrate the CompositeViewer, and the
others demonstrate windows integration that applies to both Viewer and
CompositeViewer save for the osgpick example that has the two options
to show the commonality between the two classes w.r.t picking.

So.. if you think many of the examples have both the CompositeViewer
and Viewer and this complicates things then please recalibrate your
perception by looking at the 127 other examples that do just stick to
Viewer and generally keep the viewer code to it's bare minimum, often
just three lines of code.

Robert.
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[osg-users] importing shaders

2009-03-09 Thread Julia Guo
I have a model made in 3DS with textures and shaders and I would like to use it 
within OSG. When I try displaying it with osgviewer.exe the textures are 
rendered but not the shaders. 

I know shaders are algorithms, so perhaps they are not exported with the model.
Or 3DS may be using a DirectX shader while OSG is OpenGL based.
Am I on the right track??

Is there a way to design models with shaders and import them into OSG? 
Or do I need to manually attach my shaders with osg::Shader (which would make 
models harder to design)?

Julia

(P.S. - in learning OSG I found the examples extremely useful, but I feel many 
have been over engineered so that they obscure their purpose. For instance many 
of the examples have a flag to use a Composite Viewer instead of the default 
Viewer. I think it would be ideal for beginners if the examples were stripped 
down to focus on their core functionality.)

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8134#8134





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