[osg-users] osg plugin for maya 2011

2012-10-16 Thread Vikas Sharma
hi did there is any osg plugin for maya 2011. -- Vikas Sharma (3D Artist) M.91-032065 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] problem with material alpha

2012-10-16 Thread Antonio De Giorgio
Ok, this is what exactly i want to know...now i try to solve this problem..thank you very much Thank you! Cheers, Antonio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50625#50625 ___ osg-users

Re: [osg-users] Help: does the time difference between two successive update callback of one osg::node imply FPS?

2012-10-16 Thread Sergey Polischuk
Hi one node callback can be called multiple times per frame if node is shared in several graph paths (and iirc event callbacks can be called once per event happened between frames). If you just need to know framerate - there are osgViewer::StatsHandler. Other than that - you should track frame

Re: [osg-users] FBX 2012.1?

2012-10-16 Thread Sergey Polischuk
Hi you can just change 2012.1 version check to 2012.2 in osg fbx plugin code, it will compile just fine, and 2012.2 sdk is googlable Cheers. 16.10.2012, 04:14, Brad Colbert bcolb...@rscusa.com: Hi Folks, Does anyone know of a source for getting the FBX 2012.1+ SDK?  Autodesk has released

Re: [osg-users] [build] Dependencies and features, confused

2012-10-16 Thread Torben Dannhauer
Hi, My approach to learn about the depndencies was to built OSG with the mandatory plugins only (CMAKE will tell you) and then added all optional plugins /dependencies I wanted to use. This helps to learn which feature is based on which plugin - but of course this approach is quite time

Re: [osg-users] [build] pdb install

2012-10-16 Thread Gianni Ambrosio
Hi Mathieu, I tried to build OSG 3.1.1 (latest development release available) but it seems the pdb files are located in the same place of OSG 2.4.19 I tried before (in which your modifications didn't work). Now, I suspect I call cmake with different defines or the OSG trunk version is the only

Re: [osg-users] Memory issues when using uniform shader variables on Intel HD graphics

2012-10-16 Thread Clemens Spencer
Hi, thanks for your response. The memory usage only increases if I add a uniform variable to the stateset and use it in the shader. I also noticed that the memory increases just once per osg::Program, so I can use the same program in multiple statsets, even with different uniform parameters.

Re: [osg-users] FBX 2012.1?

2012-10-16 Thread Brad Colbert
Great work, thanks! -B From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Randall Hand Sent: Monday, October 15, 2012 6:53 PM To: OpenSceneGraph Users Subject: Re: [osg-users] FBX 2012.1? Just the other day I hacked the URL, they

Re: [osg-users] Memory issues when using uniform shader variables on Intel HD graphics

2012-10-16 Thread Bradley Baker Searles
Hi Clemens- What version of the OSG are you using? There was a bug fixed in OSG r13015 that would cause out of memory issues for our application. It still seems like the Intel driver uses more memory than the other drivers (AMD/nVidia), but it's workable now.

[osg-users] nVidia bug with multiple windows

2012-10-16 Thread Bradley Baker Searles
Hi, Short Version Run the attached files with the osgCamera example on your nVidia Geforce GPU (we're on Windows), with the parameters -s -3 [FILENAME]. You'll notice the file 1_UV.OSG renders the single triangle fine. 2_UV.OSG does not render correctly across the windows (it added only a

[osg-users] osgviewerQt with view using

2012-10-16 Thread James Davis
Hi, I'm using OSG 3.0.1 in Windows and compiling with Visual Studio V9. I am having problems when trying to use depthPartition on a view in osgviewerQt. To see the issue, change the following in the Examples osgviewerQt project: 1) comment out the QWidget *Widget2 through *Widget4 in the

[osg-users] Window stucks while using 2 pass technique

2012-10-16 Thread Peterakos
Hello. I add to the viewer the following scene graph: Group MyEffect Model MyCamera Model The effect uses a 2 pass technique. In the first pass i render to texture the contents of color buffer 0 using MyCamera. In the second pass, i use the previous texture and i render

Re: [osg-users] nVidia bug with multiple windows

2012-10-16 Thread Jean-Sébastien Guay
Hi Bradley, Good detective work on getting a minimal repro example. In the past, I've reported a few driver bugs to devsupp...@nvidia.com and gotten pretty quick responses. I encourage you to submit your example to them, just make sure you include all necessary DLLs so they can run it. They