Hi Henry,
AsciiStreamOperator seeks the stream back 2 when writing an END_BRACKET when
there hasn't already been an END_BRACKET (or any mark with a negative delta) on
that line. ListSerializer's END_BRACKET isn't written on a new line so it
chomps the last two characters off the end of the
Hi Brendan, Henry,
Yes, this should be a bug of the ListSerializer. I will make a
submission of that.
Thanks,
Wang Rui
2010/6/7 Brendan Ledwich b_ledw...@yahoo.com:
Hi Henry,
AsciiStreamOperator seeks the stream back 2 when writing an END_BRACKET when
there hasn't already been an
Hi,
I am trying to use CEGUI with OSG. However, I am quite new to this and not very
sure where to begin. Are there any examples where I can have a look or can
point me in the right direction.
Thank you!
Cheers,
Kian
--
Read this topic online here:
Hi,
I would really appreciate it if someone could point me in the right direction.
The model I am working with displays fine in osgviewer. I am trying to convert
from .ive to .obj. I tried this:
osgconv -O OutputTextureFiles DDG51.ive DDG51.obj
but the .mtl file generated points to a bunch
Hi,
I am confused about the relationship between VPBDem and VPBmaster. I
compiled the VPB project, and then I got the VPBDem.exe, but what is the
difference between VPBDem and VPBmaster. And where can I download source codes
of VPBmaster. I have heard VPBmaster for a while, but I never see
All works great now indeed !
It is ok using trunk osg version, and compiling with FBX SDK 2011.2
Thanks a lot for your help and congrates for all your work !
Eric
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28625#28625
Hi Peter,
To have different shaders on different components of your model you
simply assign different StateSet, each with it's own osg::Program, to
each branch that you want to inherit that shader. The same rules
apply to osg::Program and osg::Uniform as for all other OpenGL modes
and state
Hi Ting,
vpbmaster and osgdem both come as part of the VirualPlanetBuilder
(VPB) project, and if your build VPB then you'll build both these
applications. osgdem is deigned to build just one task, and do so
single threaded, this task may comprise the whole database that you
want to build, or be a
Another option would be to replace the _readyForEndBracket check in
AsciiOutputIterator with a check if the stream put pointer matches that after
the previous indent.
I've attatched AsciiStreamOperator.h with this modification based on r11462 of
trunk.
Cheers,
Brendan
--
Don't send these type messages
On Thu, Jun 3, 2010 at 1:34 PM, Henry Delattre digi...@yahoo.fr wrote:
Hi,
Trying to save an .osgt file with an osg::Switch as root node is making a
corrupted file and I don't know why. It's working well with .osg format.
Even though it is easy to correct the
Small fix for consecutive END_BRACKETs due to not resetting _lastIndentPosition.
Cheers,
Brendan
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28630#28630
Attachments:
http://forum.openscenegraph.org//files/asciistreamoperator_691.h
Hi Gareth,
On 7/06/10 12:14 , Gareth Ferneyhough wrote:
I would really appreciate it if someone could point me in the right
direction. The
model I am working with displays fine in osgviewer. I am trying to convert
from .ive to
.obj. I tried this:
osgconv -O OutputTextureFiles DDG51.ive
Hi Jesus,
Have a look at osgWidget NodeKit and the associate osgwidget* examples.
Robert.
2010/6/4 Jesús Martín jmmart...@hotmail.com:
Hi,
I have created a model with its animations textures... and all its stuff.
Well It doesn't matter. The point is that what I want to do is input text
Thanks for trying Michael,
the only step that is not clear for me during the export process regards the
Set option that must be used when exporting Point Cache files in the FBX
exporter window (3dsMax). I created a Selection Set for the box I wanted to
export and used that selection for the Set
I'm not a Max user so I can't help you there. The only thing I can tell you
is that the exported animation data will be entirely within the fbx file -
pc2 or xml files won't be needed.
NURBs - I haven't tested but in theory yes. The FBX SDK provides a function
to triangulate NURBs which should
Hi John,
However, when logged in, it seems that I do not have permissions to edit any of the pages
(no edit page link in sight). I've updated pages before (long time ago), and
I vaguely remember that I then used some sort of guest account. But either the guest
account has been disabled, or
Hi all.
Im trying to use a VertexShader to drive the SoftShadowMap implementation of
the FragmentShader (which is present in the SoftShadowMap.cpp).
Problem is as usual, that when vertex shader is enabled, all automatic stuff
are disabled, such as texture generation.
Now after browsing archive,
Hi,
I locally tried the first method and it worked well. I would probably never
reach the AsciiStreamOperator header by myself... but I know a bit more about
osg reader/writer mechanism.
Thank you for your help and support!
Henry
--
Read this topic online here:
Hi,
Thank you very much.
Cheers,
Ting Zhang
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28643#28643
___
osg-users mailing list
osg-users@lists.openscenegraph.org
So, as far as I understand it seems that unfortunately Max handles many
aspects relating to FBX in quite a not standard way.
Anyway, given that I'm not an expert Max user, I think that pc2/xml files
are the only means used by FBX files (created by Max) to refer to cached
animations data coming
A visitor can be used to apply specific shaders to the parts of a model.
If names were given to parts of the model by the modeling program,
the visitor can look for substrings _shader_metal, window, etc,
using osg::Object::getName().
A better way is if modeling programs could output .osg format
Thanks Robert
I'm using OSG 1.2 with a Cal3D model, so I use OsgCal, osgProducer... that
aren't on Osg 2.8.
Is It possible to load a Cal3D model on Osg 2.8? or
Is It possible to work with osgWidget on Osg 1.2?
--
Read this topic online here:
Is It possible to load a Cal3D model on Osg 2.8?
yes
-Nick
2010/6/7 Jesús Martín jmmart...@hotmail.com
Thanks Robert
I'm using OSG 1.2 with a Cal3D model, so I use OsgCal, osgProducer... that
aren't on Osg 2.8.
Is It possible to load a Cal3D model on Osg 2.8? or
Is It possible to work
you need to download cal3d, then osgCal - with osgCal there is a sample code
how to load cal3d model and manipulate the animations. But, the fashion
nowdays is to use FBX I think for character animations
-Nick
2010/6/7 Jesús Martín jmmart...@hotmail.com
Thanks Nick, but ... could you give me
On 7 June 2010 16:02, Trajce (Nick) Nikolov nikolov.tra...@gmail.comwrote:
But, the fashion nowdays is to use FBX I think for character animations
Or COLLADA DAE if you prefer not to rely on a closed-source, poorly
documented, slow, bug-ridden library for your file loading ;)
Hi,
we are getting missing or corrupted textures in one of our apps when
adding and removing views. I've managed to create a test app from an
earlier example J-S made to show problems when adding and removing
views. I'm running svn head.
To reproduce:
compile
$ cmake .
$ make
and then run
On Mon, Jun 7, 2010 at 4:57 PM, Michael Platings mplati...@gmail.comwrote:
Anyway, given that I'm not an expert Max user, I think that pc2/xml files
are the only means used by FBX files (created by Max) to refer to cached
animations data coming from the widely used Point Cache modifier. In
Thanks Alessandro, fixed :)
On 7 June 2010 16:05, Alessandro Terenzi a.tere...@gmail.com wrote:
Hi Michael,
I tried to load a file with a single NURBS surface with Quicktime and it
worked while it does not with osgviewer.
I'm sending the file with this mail.
Alessandro
The fashion, the speed... ok, it's all fine but I have already done a Cal3D
model, with the animations for the visemes and the code to use it with Sapi.
So, althought It's giving me lots of problems (like unexpected deforming meshes
on animation, unexpecting crashes when I'm exporting...)... If
Hi J.P,
This is an issue that's been covered before. The basic problem is
that as an optimization for memory footprint the imagery is discarded
after it is download to the the OpenGL texture, so once you discard
the OpenGL texture object all record of it is lose - hence the white
textures. You
Hi all,
I have a question regarding the best way to go with implementing physics
into OSG.
Have the osgbuggy example and have ported that to the SVN/trunk versions of
osg/ode which seems a bit long winded way of manually creating the terrain
and vehicle.
How or what is everyone else doing when
The problem was with using newer libraries. After using the 0.9.6-2 libs, the
linker errors went away
Thanks
Sanat
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28661#28661
___
osg-users mailing
Great :) what was the problem?
Alessandro
On Mon, Jun 7, 2010 at 5:25 PM, Michael Platings mplati...@gmail.comwrote:
Thanks Alessandro, fixed :)
On 7 June 2010 16:05, Alessandro Terenzi a.tere...@gmail.com wrote:
Hi Michael,
I tried to load a file with a single NURBS surface with
I just tried opening the files you posted again in the FBX Quicktime Viewer
and this time they work! It seems that having the files in the root of C:
magically fixes it.
Ideally osgfbx will be able to any file that the official viewer can, so if
you can submit PC2/XML support then that would be
As well as KFbxNurb, there's also a KFbxNurbsSurface class. As far as I can
tell they do exactly the same thing and I just had to add eNURBS_SURFACE to
the list of things to triangulate.
On 7 June 2010 17:46, Alessandro Terenzi a.tere...@gmail.com wrote:
Great :) what was the problem?
Unforunately they do not work for me, I mean that QuickTime opens the FBX
and plays the animation but just for 1 second (whereas the animation should
last 3 seconds). It is not played faster, it is played partially. Do not
know why, anyway I've posted a question on the official forum and I'll be
Hi community,
I updated osg from the trunk today (after a month) and I am seeing different
behavior on the trackball manipulator - the scene starts far away from my
model. I was following the thread of the reengineering of this piece of the
code which happened lately. Anyone experiencing the
Hi,
I started with something lately and was wondering if there is implementation
of shadows with texture arrays. if so, could someone give some insights ?
Thanks a lot
-Nick
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi J-S,
Ok, that makes sense. I'll send him an email. Thanks.
Best regards,
John[/quote]
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28669#28669
___
osg-users mailing list
I did something like this. Unfortunately I cannot disclose the source. But
during this work I cleared the path for use of texture arrays for shadow map
comparison. So yes its doable. With recent glFramebeufferTexture additon
texture arrays seem like good match for one pass cascaded shadow map
Hi Anders,
I see two problems with your shader.
First it looks like you swaped shadow and jitter map coords. I suppose you want
to generate shadow map coords with texgen. So texgen should produce unit 1
texture coords. But most probably you should use view space (gl_EyePlane)
coords for
Thanks, I figured that first I had to convert to .osg with the
OutputTextureFiles option and then to .obj.
One other thing: I can now see the model and textures in blender, but the mesh
has some artifacts in it that I dont see in osgviewer. Any ideas?
Thanks,
Gareth
--
Read
Did these changes make it into the 2.8.3 stable release? If not I'd like to
get them into the stable branch for the next release.
On Fri, Mar 26, 2010 at 7:15 AM, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
Hi,
Am 26.03.10 14:22, schrieb Martins Innus:
This works for me as
43 matches
Mail list logo