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
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) /
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
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.
Hi Robert,
I tested a few of our scene's and till now there are no problems.
Cheers,
Pjotr
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61638#61638
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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
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
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 ).
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
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
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
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
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
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
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);
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
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
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