Re: [osg-users] osg::Switch as root node

2010-06-07 Thread Brendan Ledwich
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

Re: [osg-users] osg::Switch as root node

2010-06-07 Thread Wang Rui
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

[osg-users] [3rdparty] CEGUI

2010-06-07 Thread Kian Poh
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:

[osg-users] osgconv .ive to .obj missing textures

2010-06-07 Thread Gareth Ferneyhough
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

[osg-users] [vpb] Issue about VPBDem and VPBmaster

2010-06-07 Thread ting zhang
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

Re: [osg-users] hierarchy animation in FBX problem

2010-06-07 Thread Eric Pouliquen
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

Re: [osg-users] How to apply shaders to parts of models

2010-06-07 Thread Robert Osfield
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

Re: [osg-users] [vpb] Issue about VPBDem and VPBmaster

2010-06-07 Thread Robert Osfield
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

Re: [osg-users] osg::Switch as root node

2010-06-07 Thread Brendan Ledwich
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 --

Re: [osg-users] osg::Switch as root node

2010-06-07 Thread Vivek Kumar Dwivedi
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

Re: [osg-users] osg::Switch as root node

2010-06-07 Thread Brendan Ledwich
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

Re: [osg-users] osgconv .ive to .obj missing textures

2010-06-07 Thread Ulrich Hertlein
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

Re: [osg-users] Text (keyboard input) on viewer

2010-06-07 Thread Robert Osfield
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

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Alessandro Terenzi
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

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Michael Platings
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

Re: [osg-users] OSG trac login for editing pages

2010-06-07 Thread Jean-Sébastien Guay
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

[osg-users] vertex shader for SoftShadowMap FragmentShader.

2010-06-07 Thread Anders Backman
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,

Re: [osg-users] osg::Switch as root node

2010-06-07 Thread Henry Delattre
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:

Re: [osg-users] [vpb] Issue about VPBDem and VPBmaster

2010-06-07 Thread ting zhang
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

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Alessandro Terenzi
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

[osg-users] How to apply shaders to parts of models

2010-06-07 Thread Jim Brooks
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

Re: [osg-users] Text (keyboard input) on viewer

2010-06-07 Thread Jesús Martín
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:

Re: [osg-users] Text (keyboard input) on viewer

2010-06-07 Thread Trajce (Nick) Nikolov
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

Re: [osg-users] Text (keyboard input) on viewer

2010-06-07 Thread Trajce (Nick) Nikolov
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

Re: [osg-users] Text (keyboard input) on viewer

2010-06-07 Thread Michael Platings
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 ;)

[osg-users] CompositeViewer and DatabasePager missing textures

2010-06-07 Thread J.P. Delport
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

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Alessandro Terenzi
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

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Michael Platings
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

Re: [osg-users] Text (keyboard input) on viewer

2010-06-07 Thread Jesús Martín
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

Re: [osg-users] CompositeViewer and DatabasePager missing textures

2010-06-07 Thread Robert Osfield
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

[osg-users] physics and terrain

2010-06-07 Thread Martin Naylor
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

Re: [osg-users] OpenSceneGraph-Data-0.9.6-2

2010-06-07 Thread Sanat Talmaki
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

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Alessandro Terenzi
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

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Michael Platings
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

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Michael Platings
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?

Re: [osg-users] FBX Plugin: vertex animation support

2010-06-07 Thread Alessandro Terenzi
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

[osg-users] different behavior on the trackball manipulator

2010-06-07 Thread Trajce (Nick) Nikolov
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

[osg-users] shadowmaps and texture arrays (Wojciech?)

2010-06-07 Thread Trajce (Nick) Nikolov
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

Re: [osg-users] OSG trac login for editing pages

2010-06-07 Thread John Vidar Larring
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

Re: [osg-users] shadowmaps and texture arrays (Wojciech?)

2010-06-07 Thread Wojciech Lewandowski
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

Re: [osg-users] vertex shader for SoftShadowMap FragmentShader.

2010-06-07 Thread Wojciech Lewandowski
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

Re: [osg-users] osgconv .ive to .obj missing textures

2010-06-07 Thread Gareth Ferneyhough
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

Re: [osg-users] need help with cmake / osg / os x / frameworks

2010-06-07 Thread Eric Sokolowsky
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