[osg-users] Importing Animations from 3ds Max 2015

2014-11-14 Thread Chris Hidden
Hey everyone So I've been doing a lot of digging trying to figure out how to get Animations over from 3ds Max to OSG. I have 3 models in my 3ds max scene. I use a timeline to seperate 2 animations. I have also saved the animations in 3ds max using: Animations-Save Animation. It saves it

Re: [osg-users] Crash in assumeSizedInternalFormat with GL_ALPHA

2014-11-14 Thread Robert Osfield
Hi James, It looks to be related to Alexander Sinditskiy's submission that add texture storage support. The function that is failing is: GLenum assumeSizedInternalFormat(GLint internalFormat, GLenum type) { const size_t formatsCount = sizeof(sizedInternalFormats) /

Re: [osg-users] Computing the bounding box of a node. Different approach.

2014-11-14 Thread Robert Osfield
On 13 November 2014 16:49, Andrés Barrionuevo abarrionu...@gmx.com wrote: Hi, Still struggling with this. Any idea? My guess like others I quickly looked at your post and find it way too much code to follow for any quick answers. We aren't here to debug your code line by line. If you want

[osg-users] Adding textures on platonic solid

2014-11-14 Thread Drake Aldwyn
Hi, all! Guys, I need your help! I’ve just start learn OSG so can’t figure it out by myself. I want to add custom textures to loaded models (all model is platonic solid and loaded from .3ds file). Is there any path to apply texture (loaded from custom png file ) to these models properly? I.e.

Re: [osg-users] GeometryTechnique race condition crash

2014-11-14 Thread Pjotr Svetachov
Hi Robert, I tested a few of our scene's and till now there are no problems. Cheers, Pjotr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61638#61638 ___ osg-users mailing list

Re: [osg-users] Crash in assumeSizedInternalFormat with GL_ALPHA

2014-11-14 Thread James Turner
On 14 Nov 2014, at 09:45, Robert Osfield robert.osfi...@gmail.com wrote: I really don't have enough information from your stack trace to know what the problem would be, but from a code review it looks like the i value initialized to a value over the end of the sizedInternalFormats array. I

Re: [osg-users] Importing Animations from 3ds Max 2015

2014-11-14 Thread Sergey Kurdakov
Hi Chris I think you need this thread http://forum.openscenegraph.org/viewtopic.php?t=8161view=next ( xml file which is not allowed to be downloaded is duplicated in Sat Apr 02, 2011 1:12 pm message ) Regards Sergey On Fri, Nov 14, 2014 at 11:48 AM, Chris Hidden ch...@erghis.com wrote: Hey

Re: [osg-users] Adding textures on platonic solid

2014-11-14 Thread Sergey Kurdakov
Hi Zaur, you can change texture even if you have exported object from 3DS max, but uv texture coordinated will be preserved in a model and it's convenient as you might try that another texture in max too. search the forum (ex via google ) for how to change texture ( it is done in callback ).

[osg-users] [ANN] Who wants: Multi screen, Head tracked, Immersive Quad-Buffered Stereo using only native OSG for Octave (CAVE) environments?

2014-11-14 Thread Sean Mandrake
Hello dear OSG-community, I am a PhD student researching immersive stereo related work. (I have other experience, but I won't bore you here, search for Sean C.M. Hill on linked-in if you are curious) As I approach the end of my second year of PhD I now have a fully working (albeit somewhat

Re: [osg-users] [ANN] Who wants: Multi screen, Head tracked, Immersive Quad-Buffered Stereo using only native OSG for Octave (CAVE) environments?

2014-11-14 Thread Christian Buchner
Hi, It would be great if you dropped the hard requirement for Quad Buffer Stereo because with traditional stereo methods for consumer cards (e.g. Side by Side stereo) you can get similar quality, but with lower requirements for the hardware costs. I don't think you need to do any extra fakery, as

Re: [osg-users] [ANN] Who wants: Multi screen, Head tracked, Immersive Quad-Buffered Stereo using only native OSG for Octave (CAVE) environments?

2014-11-14 Thread Jan Ciger
On Fri, Nov 14, 2014 at 1:46 PM, Christian Buchner christian.buch...@gmail.com wrote: Hi, It would be great if you dropped the hard requirement for Quad Buffer Stereo because with traditional stereo methods for consumer cards (e.g. Side by Side stereo) you can get similar quality, but with

Re: [osg-users] maya2osg with Maya 2015

2014-11-14 Thread Javier Taibo
Hi Karl, I am currently using it with Maya 2015 OSG 3.2. I haven't used it too much with this version, but at least it compiles and works for simple scenes :) Regards, On Thu, Nov 13, 2014 at 1:20 PM, Cary, Karl A. karl.a.c...@leidos.com wrote: Has anyone attempted to use it with

[osg-users] Turn a line path to spheres path

2014-11-14 Thread Vinicius Schmidt
Hi, I have an array of lines to mark where an object passed, but for reasons of visual pollution I need to turn those lines into a group of dots, or spheres. What is the best way to make it? I've tried to create a new geode for each sphere, but this solution isn't functional. Is there a way to

Re: [osg-users] Turn a line path to spheres path

2014-11-14 Thread Sergey Kurdakov
Hi, did you try instanced geometry? ( google: openscenegraph geometry instancing ) regards Sergey On Fri, Nov 14, 2014 at 11:07 PM, Vinicius Schmidt osgfo...@tevs.eu wrote: Hi, I have an array of lines to mark where an object passed, but for reasons of visual pollution I need to turn

Re: [osg-users] Turn a line path to spheres path

2014-11-14 Thread Vinicius Schmidt
Hi Sergey, I think it's not what I need or I didn't find an example to apply to my problem. What I have is an array of positions, and I'm drawing the path with this: Code: for (int i = 0; i dr-agents.size(); i++) { dr-agents[i]-getPath()-dirty(); dr-agents[i]-getArrayLines()-setFirst(0);

Re: [osg-users] Turn a line path to spheres path

2014-11-14 Thread Sergey Kurdakov
Hi Vinicius I think that http://3dcgtutorials.blogspot.com/search/label/Instancing ( read from bottom to top ) explain it quite well. you might pack positions either to Uniform Buffer Objects layout(std140) uniform instanceData { mat4 instanceModelMatrix[MAX_INSTANCES]; }; or to texture, and

Re: [osg-users] Turn a line path to spheres path

2014-11-14 Thread Vinicius Schmidt
Sergey, I've realized that I can turn my information data into a point cloud file. But what is the best implementation to load and draw this cloud? If there's a easy example I would appreciate it. Thanks Sergey Kurdakov wrote: Hi Vinicius I think that