I'm going to use a head-mounted display with integrated head tracker in my
osg application. The tracker sensors, when activated, actually replace the
mouse, so for instance is possible to move the cursor on the desktop just
moving the head. I wonder how to use it inside an osg application, in
parti
_2_2.zip>(
> http://www.3dvisor.com/support.php)
>
> 13.09.08, 14:08, "alessandro terenzi" <[EMAIL PROTECTED]>:
>
> I'm going to use a head-mounted display with integrated head tracker in
> my osg application. The tracker sensors, when activated, actually re
Thank you for your answers.
I was thinking about using a CameraManipulator because I thought it was
esier than using the HMD's SDK...at least just to carry on some simple
experiments and because I still cannot use the SDK. Of course I'll switch to
my HMD's SDK as soon as I can.
The TrackballMani
I'm integrating a head mounted display (HMD) in my OSG application, the
HMD's APIs give me Euler's angles (yaw, pitch and roll) and I use them to
adjust my scene's camera view using an update callback.
But I noticed that, changing camera view from frame to frame, results in
jerky movements, even w
Yes, indeed I have a PositionAttitudeTransform node that represent my
virtual camera, and whose attitude is set by HMD's data and later used to
set the camera's view matrix just before calling viewer.frame().
So I thuoght to 'animate' the attitude instead of just setting values from
HMD' tracker.
out any
> trouble or additional "smoothing".
>
>
>
> *Matthew W. Fuesz*
>
> Software Engineer Asc.
>
> Lockheed Martin STS
>
> 1210 Massillon Road
>
> Akron, OH 44315
>
> [EMAIL PROTECTED]
>
>
> --
>
> *F
I would like to read pdf documents, process them in some way, and finally
render them inside my osg application.
How can I do it in osg?
Thank you. Best regards.
Alessandro
___
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> Hi, Alessandro,
> Try rendering them to a texture and bind them to OSG geometry. That should
> work.
>
> 2008/10/12 alessandro terenzi <[EMAIL PROTECTED]>
>
>> I would like to read pdf documents, process them in some way, and
>> finally render them inside my
pdfs, svg, create vector graphics) to create osg::Images directly.
>
> keep us updated on your progress!
> Gerwin
>
> On Sun, Oct 12, 2008 at 10:30 AM, alessandro terenzi
> <[EMAIL PROTECTED]> wrote:
> >
> > Yes, actually that was also my idea and I know tha
I need to build the Collada plugin for osg2.2.0, but I cannot figure out
which level of Collada source I need...can anyone help me?
Thank you very much.
Regards.
Alessandro
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I'm experiencing some problem with collada models and transparency texture
maps. I saw that in May someone had the same problem but finally I couldn't
find a solution. I tried with osg2.2.0 and 2.6.0 and it looks like that
transparency doesn't work with collada models and png texture maps.
I check
I tried to set TRANSPARENT_BIN rendering hint but this didn't solve the
problem.
But I noticed another difference instead.
First I tried this:
- created a box in 3dsmax with a png texture applied in the diffuse slot
- exported using osgexp (keeping the original texture file, ie png)
- osgconv to
Using osg2.2.0 I noticed that reading parameters for my application was not
successful because some character are not read as expected. For instance, if
in my code there are the following instructions:
osg::ArgumentParser arguments(&argc, argv);
std::string model_file = "";
while
;
> On Sat, Nov 15, 2008 at 7:38 PM, alessandro terenzi <[EMAIL PROTECTED]>
> wrote:
> > Using osg2.2.0 I noticed that reading parameters for my application was
> not
> > successful because some character are not read as expected. For instance,
> if
> > in my code
er conditions, which?
How can I find out that a geode use a particular texture? I mean, for
example, is there a way to get the file name of the texture applied to a
geode?
Thanks.
Alessandro
On Sat, Nov 15, 2008 at 6:07 PM, alessandro terenzi <[EMAIL PROTECTED]>wrote:
> I tried to set TRANS
Porting
> from OSG-2.2 to 2.7.x should be pretty straight forward.
>
> If you really must stick to OSG-2.2 please just stick to ascii based
> filenames.
>
> Robert.
>
> On Sun, Nov 16, 2008 at 11:58 AM, alessandro terenzi
> <[EMAIL PROTECTED]> wrote:
> > Tha
I use OSG on Windows and I'm here to say that it could be useful to have
such a plugin.
Alessandro
On Sun, Nov 23, 2008 at 10:04 PM, Jason Beverage <[EMAIL PROTECTED]>wrote:
> Hi Janusz,
>
> Yes, the plan is to open source the plugin. I was interested in gauging
> the level of community interest
Hi,
I don't know if what I experienced is the desired behaviour or a little
mistake, anyway here is what happens:
I'm trying to manage many movies in my application, so, in order not to
waste resourses, I release ImageStreams when the corrensponding movie is not
visible...(in this way the correspo
as soon as there is no movie anymore in the scene the plugin
loose its initialization?
Thanks. Best regards.
Alessandro
On 7/25/07, alessandro terenzi <[EMAIL PROTECTED]> wrote:
>
> Hi,
> when you ask about the quicktime's version you mean the plugin? or the
> sdk?
> In
Hello,
using osgViewer, I see that pressing the spacebar the view is restored in
order tor frame all the objects in the scene... I also noticed that it
adjusts the camera in order to consider also objects that are not visible...
how can I change this behaviour in order to frame just visible objects
.
>
> See osgGA::MatrixManipulator and osgViewer::Viewer for more info.
>
> /Peter
>
> On 2007-07-31 (Tue) 17:08, alessandro terenzi wrote:
> > Hello,
> > using osgViewer, I see that pressing the spacebar the view is restored
> in
> > order tor frame all the objects
m one of the
> existing ones, or just set the home position yourself as per my
> earlier email.
>
> Robert.
>
> On 7/31/07, alessandro terenzi <[EMAIL PROTECTED]> wrote:
> > Thanks.
> >
> > ...my problem is that if the scene consists of many objects, and some
, but actually
if I call this method instead of home(.) the point of view doesn't change at
all... why?
Thanks. Regards.
Alessandro
On 7/31/07, alessandro terenzi <[EMAIL PROTECTED]> wrote:
>
> Thank you Robert,
> I think that your advise concerning setting home position in previ
I wanted to test my osg application on another pc... so I moved every
required dll on the other machine... in my application I use to play movies
using quicktime plugin but at the beginning of the application I get the
following error code from Quicktime SDK: -2002
I found out that -2002 corrensp
works, anyway, I can play
them also within my osg application, so the plugin is working fine, despite
of that unknown error... I just wonder what that error means.
Regards.
Alessandro
On 8/2/07, Stephan Huber <[EMAIL PROTECTED]> wrote:
>
> alessandro terenzi schrieb:
> > I wan
Is it possible to build OSG applications targeted for tablet pc or UMPCs
(ultra mobile pc)?
I'm quite new to those kind of PCs and, as far as I know, they use not very
common processors and video cards, so I wonder if it is possible to run OSG
on those machines and how performances could be...
Th
Actually, the kind of application I'm interested in, is exactly a
mobile augmented reality system so, could you please tell me what tablet pc
your master students used?
Thank you. Best regards.
Alessandro
On 8/10/07, Jan Ciger <[EMAIL PROTECTED]> wrote:
>
> -BEGIN PGP SIGNED MESSAGE-
> H
Hi all,
as far as I can see, it is possible to set the background color of viewers,
but I wonder if it is possible to use a video stream or a still image as
background. In particular, I mean that I'd like to do this without creating
any rectangle with a texture applied, but something of a lower lev
Hello,
I'd like to flip (vertically, horizontally or both) each rendered frame... I
thought to use a MatrixTransfrom and to scale the y-coordinates by -1.0 but
as an effect the normals of each normal also got flipped... how can I
restore the normals? Or maybe is there another way to flip each frame
Hi,
I'd like to ask some hint on how to be able to pick/select invisible 3D
objects.
In my scene, I need to have a totally transparent object and, when the mouse
moves on it, it should reveal its presence, for example displaying a halo or
something like this.
How can I pick such an invisible objec
In my application I use a .osg file which contains simple objects. Using a
text editor I give those object different names and descriptions. At runtime
I look for some nodes which I previously gave names to, and perform some
actions on them.
Now I need to convert those .osg files to .ive and it lo
osgconv
> has invoked before writing the file.
>
> To know for sure what has happened do a round trip conversion i.e.
>
> osgconv test.osg test.ive
> osgconv test.ive test2.osg
>
> Then compare test.osg and test2.osg.
>
> Robert.
>
> On Jan 21, 2008 6:59 PM, al
t; bad from a run-time performance point of view so optimization is often
> key to getting good performance.
>
> Robert.
>
> On Jan 22, 2008 9:40 AM, alessandro terenzi <[EMAIL PROTECTED]> wrote:
> > Thank you for your suggestion :) I tried it and noticed some
> di
Dealing with collada files I noticed a problem:
OSG 2.2.0: if I load a 20 MB model ( geometry+textures) with osgviewer, the
memory usage grows up to 700/800 MB and does not decrease until program
termination.
OSG 2.6.0: if I load the same model, the memory usage reachs 700/800 MB too,
but when th
Experiencing with models prepared by people that do not develop graphics for
realtime applications, it happens quite often that we have to deal with
models that come with not-power of 2 and/or very big textures.
This took me to face with 2 problems:
1) if rescaling to power of 2 occurs, performa
ut with this.
>
> Robert.
>
> On Sat, Jan 10, 2009 at 10:53 AM, alessandro terenzi
> wrote:
> > Experiencing with models prepared by people that do not develop graphics
> for
> > realtime applications, it happens quite often that we have to deal with
> > mod
With reference to my previous mail and as far as I understand, I need a
valid graphic context as 1st parameter of getExtensions(.). And I can get a
valid context only when a viewer is running, am I right?
Since I ignored the fact that I needed a valid graphic context, I wrote a
node visitor to pre
> Before you load your data and run your viewer do:
>
> osg:DisplaySettings::instance()->setMaxTextureSize(size);
>
> Robert.
>
>
>
> On Sat, Jan 10, 2009 at 7:11 PM, alessandro terenzi
> wrote:
> > Thank you Robert, that was exactly what I was look
On Mon, Jan 12, 2009 at 11:08 AM, Robert Osfield
wrote:
> Hi Alessandro,
>
> The Extension structure is a per graphics context structure that can
> only be initialized from the thread that has the associated graphics
> context current. Values such as the max texture size for each context
> as que
wonder: if osgconv never
creates a graphic context, how will I force the rescaling of textures?
Regards.
Alessandro
On Mon, Jan 12, 2009 at 11:27 AM, Robert Osfield
wrote:
> Hi Alessandro,
>
> On Mon, Jan 12, 2009 at 10:17 AM, alessandro terenzi
> wrote:
> > I wanted to try yo
. What could be the reason
for not being able to create a context with a pbuffer?
Thanks.
Alessandro
On Mon, Jan 12, 2009 at 12:25 PM, Robert Osfield
wrote:
> HI Alessandro,
>
> osgconv does create a graphics context when required :-)
>
> Robert.
>
> On Mon, Jan 12, 2009 at 11
ssion
*
but the model.ive is created anyway (although not as expected due to some
texture problem...).
Alessandro
On Mon, Jan 12, 2009 at 6:45 PM, Robert Osfield wrote:
> On Mon, Jan 12, 2009 at 4:29 PM, alessandro terenzi
> wrote:
> > Unfortunately such a creation always fails for
Windows has been applied that addresses
> this issue.
>
> Robert.
>
> On Mon, Jan 12, 2009 at 6:30 PM, alessandro terenzi
> wrote:
> > No graphic window is created. I'm using osg 2.2.0 on Windows Vista and I
> run
> > osgconv as this:
> >
> > osgconv
Sometimes my application has to load models that have normals not always
oriented in the same coherent way, so it is not always possible to say that
a surface is oriented in a way or in another and my renderings do not look
correct.
I'd like to fix this problem in some way...so I was thinking abou
function of how quickly and intensely one
> can arouse one's instinct for survival"
> - *Master Tambo Tetsura*
>
>
>
> ------
> *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] *On Behalf
pMaterial->setShininess( osg::Material::FRONT_AND_BACK, 64.0f );
> pState->setAttributeAndModes( pMaterial.get(), osg::StateAttribute::ON );
>
> I have never tried this for data like you have but it seems to me like it
> should work.
>
> Frank
>
> On Mon,
W)**: (+1) 703-437-7651*
>
> "Self defence is not a function of learning tricks
> but is a function of how quickly and intensely one
> can arouse one's instinct for survival"
> - *Master Tambo Tetsura*
>
>
>
> ----------
> *From:* osg-user
My second try:
I got/created a StateSet from my model root and then, as suggested by
Frank, I did:
osg::ref_ptr< osg::LightModel > pLightModel = new osg::LightModel();
pLightModel->setTwoSided( true );
pState->setAttributeAndModes( pLightModel.get(), osg::StateAttribute::ON );
Doing this so
I need to build collada plugin for Mac OS X (10.5) but I didn't manage to
build it.
Actually I did not understand which version of Collada DOM must be used
with which OSG's version.
In my last try (OSG 2.7.8 + Collada DOM 2.2) I had an error concerning
BOOST...it looks like that many collada plug
-lcollada14dom*
*collect2: ld returned 1 exit status*
Can anyone help please?
Thank you. Best regards.
Alessandro
On Mon, Feb 2, 2009 at 10:49 AM, alessandro terenzi wrote:
> I need to build collada plugin for Mac OS X (10.5) but I didn't manage to
> build it.
> Actually I did not
Roger,
are there also some changes that we should make to build collada plugin on
Mac?
I'm experiencing some problem when building collada plugin on Mac OS X
(10.5). I'm quite new to Mac's developinng environment (as well as Unix and
Linux), so maybe it is my fault and I apologize if I make silly
one managed to build Collada plugin for Mac OS X (10.5)?
Thank you.
Alessandro
On Thu, Feb 5, 2009 at 3:58 PM, alessandro terenzi wrote:
> I moved a step forward but still didn't manage to build dae plugin.
> One of the problems was that the ColladaDOM's Xcode project build only
&g
I'm trying to pre-load some models that need their texture to be rescaled.
Looking at earlier post I saw suggestions about using a
Camera pre-draw callback that uses the GLObjectsVisitor to compile
everything...but I can't find out exactly how to do this.
By now, here is what I did:
1) created a
Hi,
I also tried OsgExp 0.9.5 but I have some problems when exporting particles.
The preview works fine, but when I export a .ive and I try to open it with
osgviewer I get the following error:
*Unknown node identification in DataInputStream::readNode()
osgviewer.exe: No data loaded*
Any idea? By
Is it possible to try the FBX importer?
Kind regards.
Alessandro
On 9/24/09, Michael Platings wrote:
> Hi Pradeep
> I have written an importer for the FBX format which supports animation. I've
> sent it to the submissions list so it's waiting review by Robert before it
> gets into the trunk, but
Hi,
yesterday I downloaded the last dev release of osg (2.9.6) and now I'm
experiencing problems with some plugins.
My scenario is simple: just load a .osg file with osgviewer.exe. The dir that
contains my osgviewer also contains all osg DLLs and 3rd parties DLLs, the
models and textures dirs a
Thank you for your help,
I already tryed to set the notify level to debug and, as far as I understand,
plugins are always discovered but the only error message I see is
DynamicLibrary::fail loading "..." no further detail is provided.
I just had to try to install the redistributables for Visual
ust a hint on Cmake to search external libs in a side library...
> Nevertheless, you should be able to see which external libs have been got
> by using advanced view in the cmake gui
>
> Hope it helps
>
> Luigi
>
>
> Alessandro Terenzi wrote:
>
>> Thank you for your help
ss, you should be able to see which external libs have been got
> by using advanced view in the cmake gui
>
> Hope it helps
>
> Luigi
>
>
> Alessandro Terenzi wrote:
>
>> Thank you for your help,
>> I already tryed to set the notify level to debug and, as
uld be useful also for myself.
> If anyone else would be interested we could put it on the wiki once tested
>
> Regards.
> Luigi
>
> alessandro terenzi wrote:
>
> I managed to let the jpg plugin work as suggested by Luigi, really thanks.
>
> By the way, Luigi you talked
I'm trying to use the TangentSpaceGenerator in order to apply a bump mapping
shader, but I cannot manage it to work properly. Having looked also at the
osgFX::BumpMapping effect, I used the visitor defined in BumpMapping in
order to find all the geodes and apply TangentSpaceGenerator on them, but i
09 at 6:23 PM, Ümit Uzun wrote:
> Hi Alessandro,
>
> Try my bumpmapping sample from
> http://www.fileden.com/files/2007/9/10/1423182/BumpMapping.rar
>
> Hope this helps.
>
> Ümit Uzun
>
>
> 2009/10/30 alessandro terenzi
>
>> I'm trying to us
Hello,
I'm trying to play a video whose pixel format is YUY2...I'm using an
ImageStream to play the video but when I set its data to point to the
current frame's data my program crashes. I suppose it is because I'm not
using the correct pixelFormat when I first created the ImageStream. My
question
> Hi Alessandro,
>
> The OSG just supports pixel formats supported by OpenGL and YUY2 is
> not something support by OpenGL, one has to convert to RGB, RGBA, A,
> Luminance etc.
>
> Robert.
>
> On Sat, Dec 12, 2009 at 10:20 AM, alessandro terenzi
> wrote:
> > He
I'd like to create a fixed background for an osg application, much like a
HUD but while the HUD is always on top of the scene, I need to have an image
always behind any 3D object.
I tried to modify the example about HUDs by changing:
setRenderOrder(osg::Camera::POST_RENDER);
into this:
setRende
ut this will help you I think
>
> Let me know if it works for you
>
> Nick
>
> http://www.linkedin.com/in/tnick
> Sent from Ünalan, İstanbul, Turkey
>
> On Sat, Dec 19, 2009 at 11:16 AM, alessandro terenzi
> wrote:
>
>> I'd like to create a fixed
I'd like to flip (horizontally and/or vertically) the current frame just
before it gets drawn on screen, what is the best way to do this?
I thought about post-multiplying a projection matrix (that is already
available) by a scaling (or) rotation matrix, but of course this approach
acts on the scen
Thank you Ulrich.
By the way, what is the general approach to RTT? I had a look at some
examples some time ago, but it could be useful to have a guide line
here...as far as I remember, RTT requires a camera that sees my scene and
that will be used to generate a texture, then I'll need another dif
Thanks again for your help, I'll try that approach.
Kind regards.
Alessandro
On Wed, Dec 30, 2009 at 11:46 AM, Ulrich Hertlein wrote:
> Hi Alessandro,
>
> On 30/12/09 11:32 AM, alessandro terenzi wrote:
> > By the way, what is the general approach to RTT? I had a look at so
Hi Eduardo,
what is your question exactly?
If you just need to export object made in 3dsmax into OSG then you can use
the built-in exporters available within 3dsmax (for example 3DS, OBJ,
FBX...) or (better) you can install the OsgEXP plugin for 3dsmax that allows
you to export models into OSG's n
I tried the new FBX plugin that comes with the latest developer release (the
one available on the website as a zip archive). Everything worked fine, but
unfortunately I need to use a previous version of OSG...the version I must
use is still 2.9.6 but in my case the "versioned DLL names" end with "6
o backport it to OSG-2.6, just copy
> > the
> > code across, add the fbx plugin to the src/osgPlugins/fbx and away
> > you
> > go.
> >
> > Robert.
> >
> > On Mon, Jan 18, 2010 at 8:38 AM, alessandro terenzi
> > wrote:
> > > I tried the new FBX
t I can't say
> much more, sorry.
>
> You may try using the last submitted FBX plugin (on osg-submissions) if not
> already done yet. Please tell if you still got issues.
>
> Cheers,
>
> Sukender
> PVLE - Lightweight cross-platform game engine -
> http://pvle.source
tweight cross-platform game engine -
> http://pvle.sourceforge.net/
>
> - "alessandro terenzi" a écrit :
>
> > I've just tried to start with a clean configuration but the crash
> > remains. Anyway, I found out that the crash happens only if the FBX
> > model cont
scenegraph.org] *On Behalf Of *alessandro
> terenzi
> *Sent:* 18 January 2010 15:34
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...
>
> Ok, I'm going to try...but I've never downloaded code from osg-submissions,
> act
d I'll see if I can repeat the bug.
> Cheers
>
> --
> *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro
> terenzi
> *Sent:* 18 January 2010 16:27
>
> *To:* Op
your model and
>> textures and I'll see if I can repeat the bug.
>> Cheers
>>
>> --
>> *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
>> osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro
>&
ions!
>>>
>>> Sukender
>>> PVLE - Lightweight cross-platform game engine -
>>> http://pvle.sourceforge.net/
>>>
>>> - "Sukender" a écrit :
>>>
>>> Hi Michael,
>>>>
>>>> Did you include the sour
lugin
> with my OSG. After recompilation problem disapperead.
>
> Ümit Uzun
>
>
> 2010/1/18 alessandro terenzi
>
> I will try your suggestion Ümit...by the way, did you have exactly the same
>> problem o mine? I mean no crashes if the FBX model contains no texture
I'm trying the FBX plugin but I'm experiencing a couple of problems:
1) the model is not correctly oriented (no matter if I export using Y-UP or
Z-UP options within 3dsmax)
2) aniamtions don't start (I also tried to export using the 'bake animation'
option)
Are these features currently supported
Another thing I also noted is related to transparency: I reduced the opacity
value inside 3dsmax material editor, but the model is always 100% opaque.
Is transparency currently supported?
Regards.
Alessandro
On Wed, Jan 20, 2010 at 10:36 AM, alessandro terenzi wrote:
> I'm trying the FB
lugin for 3DSMax? It's
> downloadable on the Autodesk web site. I guess it may affect things about
> transparency and animations, but it needs to be tested.
> Cheers,
>
> Sukender
> PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
>
Hi Eduardo,
not considering bumps, you can export your models using OSGExp (you'll get
.osg or .ive files). In this way you will get also transparency and
reflections (this is true if you use Max's standard materials, but if you
use for example v-ray materials I think you won't get many materials
p
So far I used the collada plugin successfully to read models exported from
SketchUp but today I installed the latest SketchUp version (7.1.6860) and I
noticed that transparent (or not totally opaque) objects now become totally
opaque.
Searching for some info I found a discussion where SketchUp dev
Thank you Roger, I'll try to follow your suggestion and I'll let you know.
Regards.
Alessandro
On Wednesday, February 24, 2010, Roger James
wrote:
>
>
>
>
>
>
>
> On 24/02/2010 18:24, alessandro terenzi wrote:
> So far I used the collada plugin succes
Thank you all,
I'll try the new code from osg-submissions.
Kind regards.
Alessandro
On Thu, Feb 25, 2010 at 5:31 PM, Michael Platings
wrote:
> I had a quick look at your submission, it looks like you have had a good
> go at fixing the (my :-) ) transparency mess! So I won't submit any fixes.
>
Hello,
is a 64 bits version of OSGExp available somewhere?
Kind regards.
Alessandro
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I've just downloaded and built osg 2.9.7 with the DAE plugin posted on the
submission forum on February 11th, but I have problems with models exported
from 3dsMax 2010 and its default Collada exporter.
1) no texture is displayed: I got the following message:
processTexture(./Map__1-image)
Could n
many warnings like this:
Warning: The DOM was unable to create an element named use_far_attenuation
at line 581. Probably a schema violation.
Regards.
Alessandro
On Mon, Mar 1, 2010 at 11:10 AM, alessandro terenzi wrote:
> I've just downloaded and built osg 2.9.7 with the DAE plugin poste
Hi Roland,
first of all I must thank you and every one also involved in developing
plugins for OSG and (OSG itself of course), and I'm glad if I can help
testing or even fixing some problems, if any ;)
I tried osganimationviewer and animations are played as exepected. Also I
used the coherencytest
Unfortunately it seems that ColladaMax is not available for 3dsMax 2010 but
only for previous versions...thanks anyway.
Regards.
Alessandro
On Mon, Mar 1, 2010 at 5:55 PM, Jason Daly wrote:
> alessandro terenzi wrote:
>
>> Hi Roland,
>> first of all I must thank you and every
I'd like to use HDR images to light my 3D models, how can I achive this with
OSG? Is there an example to start with?
Thanks.
Kind regards.
Alessandro
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> them support >8bit input. If not, you can create HDR textures using RTT
> cameras. See e.g. osgprerender.
>
> Do you want to use shaders or fixed pipeline?
>
> osgPPU has an HDR example you can also maybe look at.
>
> jp
>
> alessandro terenzi wrote:
>
>> I
Is there an example in OSG that uses IBL?
Alessandro
On Tue, Mar 2, 2010 at 4:21 PM, Roland Smeenk wrote:
> Hi Alessandro,
>
> when Googling look for Image Based Lighting (IBL) and light probe. IBL is
> typically done with a (HDR) cubemap. One for diffuse lighting and one for
> specular lightin
Thanks I'll have a look at osgvertexprogram.
Regards.
Alessandro
On Tue, Mar 2, 2010 at 4:52 PM, wrote:
> Hi Alessandro,
>
> For image-based lighting, you can have a look in the Orange Book (OpenGL
> Shading Language), chapter 12 (Lighting). There are some shaders for
> image-based lighting wit
I tried some FBX models (exported from 3dsMax 2010) and I found out that the
FBX plugin doesn't display transparent objects correctly (they are totally
opaque in OSG 2.9.7). Another problem I experienced is with environment
reflection maps, it looks like they are ignored.
Are those features alread
Thanks Michael,
let me know if and when I can help testing any new functionality you'll add
;)
BTW shall I already find the source code that correctly handle transparency
in the svn repository?
Cheers.
Alessandro
On Thu, Mar 4, 2010 at 6:14 PM, Michael Platings wrote:
> Thanks for the testing.
I've tried the latest source code from the svn repository and it works fine
with transparent models. Thanks!
Looking forward to trying new features like environment reflection maps and
skinning animations. Let me know if I can help.
Cheers.
Alessandro
On Thu, Mar 4, 2010 at 7:11 PM, aless
Don't know if this is the right place to ask for help, but I'm trying to
build OSGExp wrt OSG 2.9.7 and Max SDK 2010 and I get compile errors (many
like this):
1>..\..\src\OSGExp\OSGHelpers.cpp(220) : error C2664: 'BOOL
IParamBlock2::GetValue(ParamID,TimeValue,float &,Interval &,int)' : cannot
con
TCHAR* renderBinName;
> #else
>const MCHAR* renderBinName;
> #endif
> for all TCHAR* in OSGHelpers.cpp (3x)
> and once "TCHAR *name;" in MtlKeeper.cpp.
>
> Laurens.
>
> alessandro terenzi wrote:
>
>> Don't know if this is the right plac
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