Hi Simon,
Blender file is a container like 3dsmax file. If you want to load .blend
in osg directly it will be very complex and not suitable for a lot of
cases.
Anyway, if you really want it i would suggest to make a plugin that run
osg export in background mode and then load the result in osg.
Of
2009/11/7 Jan Ciger :
> Simon Hammett wrote:
>> which is yet another step in the process.
>> that's making things more complicated, not less.
>> and .lwo works rather nicely so why change?
>
> Because .osg can capture also things that are native to the scenegraph that
> you cannot capture in .lwo
"Danny Riflko" wrote:
> Can't you simply edit the post and delete the e-mail.
No, because the forum is actually attached to a mailing list where your posts
are re-posted automatically. We wouldn't be able to reply back to you without
the e-mail.
Regards,
Jan
signature.asc
Description: This
Can't you simply edit the post and delete the e-mail.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19329#19329
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegra
Simon Hammett wrote:
> which is yet another step in the process.
> that's making things more complicated, not less.
> and .lwo works rather nicely so why change?
Because .osg can capture also things that are native to the scenegraph that
you cannot capture in .lwo (e.g. shaders). Moreover, the c
2009/11/7 Jan Ciger :
> Simon Hammett wrote:
>>
>> Well .lwo was the first format I found that worked and it's binary so
>> the models load quickly.
>> The apps I work on, load lots of stuff outta dbs, run third party dlls
>> & black boxes etc
>> on start up, so they are already irritatingly slow
Simon Hammett wrote:
>
> Well .lwo was the first format I found that worked and it's binary so
> the models load quickly.
> The apps I work on, load lots of stuff outta dbs, run third party dlls
> & black boxes etc
> on start up, so they are already irritatingly slow to start up.
Well, you expor
HI
Sorry but your email address cannot be removed from posts
__
Gordon Tomlinson
www.vis-sim.com
__
-Original Message-
From: osg-user
2009/11/7 Jan Ciger :
> Simon Hammett wrote:
>> I've gotten good results with exporting blender -> .lwo as long as you
>> split your model meshes up the right way, so you can run the smoothing
>> visitor on it.
>
> Why? There is osg exporter too. Works fine:
> http://projects.blender.org/projects
Hello, it seems the error I was referring to was simply because I debugged
(Step Into) with release mode in Visual C++ 2008 Express Edition.
Here is a screenshot. The content of C12 is garbage. So it was a noob question.
robertosfield, could you remove my e-mail from the post? The bots can pick
Simon Hammett wrote:
> I've gotten good results with exporting blender -> .lwo as long as you
> split your model meshes up the right way, so you can run the smoothing
> visitor on it.
Why? There is osg exporter too. Works fine:
http://projects.blender.org/projects/osgexport/
> It would be nice
Robert Osfield wrote:
> Hi Danny,
> I'm not aware of any bugs related to copying Vec4d's - doing what you
> quote has been done for many years without problems, I would recommend
> that you double check your own code and your build to see if something
> has gone amiss.
Yeah, what you're doing sh
Hello, I'm new to OSG and am just looking over the code structure to
better learn how a proper scene graph library is laid out. I'm
interested in using (porting a stripped down version) of osg for a
project I'm working on in another language. I pretty much understand
the flow of the graph, however,
On Sat, Nov 7, 2009 at 10:46 AM, Robert Osfield
wrote:
> Hi Don,
>
> My guess this is a minification mipmapping issue on the texture atlas
> where the neighbouring glyph images are bleeding into the character
> you want to render. Choosing a font resolution nearer to your screen
> resolution wil
Hi Danny,
I'm not aware of any bugs related to copying Vec4d's - doing what you
quote has been done for many years without problems, I would recommend
that you double check your own code and your build to see if something
has gone amiss.
Robert.
On Sat, Nov 7, 2009 at 9:36 AM, Danny Riflko wrot
Hi Don,
My guess this is a minification mipmapping issue on the texture atlas
where the neighbouring glyph images are bleeding into the character
you want to render. Choosing a font resolution nearer to your screen
resolution will probably help.
Robert.
On Fri, Nov 6, 2009 at 7:10 PM, Don Leic
Hi Chris,
On Fri, Nov 6, 2009 at 10:40 PM, Chris 'Xenon' Hanson
wrote:
> I'm about to begin working on a project with some significant interest to OSG
> developers. I'm wondering if this is a time where it would be appropriate to
> ask if I
> should go set up hosting under Google Code, or if we
Hi,
If I use in the main:
Vec4d C1 = Vec4d (1, 1,1, 1);
Then the vector has garbage in it.
But if I declare Vec4d C1 = Vec4d(); before main, then I can use the setter in
the main to put some values in it, and it works.
Why is that? How does that work?
Thank you!
--
Read this
18 matches
Mail list logo