[osg-users] HMD and Manipulators

2008-09-13 Thread alessandro terenzi
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

Re: [osg-users] HMD and Manipulators

2008-09-14 Thread alessandro terenzi
_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

Re: [osg-users] HMD and Manipulators

2008-09-14 Thread alessandro terenzi
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

[osg-users] Smoothing camera movements from HMD's input.

2008-09-30 Thread alessandro terenzi
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

Re: [osg-users] Smoothing camera movements from HMD's input

2008-09-30 Thread alessandro terenzi
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.

Re: [osg-users] Smoothing camera movements from HMD's input

2008-09-30 Thread alessandro terenzi
out any > trouble or additional "smoothing". > > > > *Matthew W. Fuesz* > > Software Engineer Asc. > > Lockheed Martin STS > > 1210 Massillon Road > > Akron, OH 44315 > > [EMAIL PROTECTED] > > > -- > > *F

[osg-users] PDF rendering inside OSG

2008-10-11 Thread alessandro terenzi
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.opensc

Re: [osg-users] PDF rendering inside OSG

2008-10-12 Thread alessandro terenzi
> 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

Re: [osg-users] PDF rendering inside OSG

2008-10-12 Thread alessandro terenzi
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

[osg-users] Which Collada source code for osg2.2.0?

2008-11-13 Thread alessandro terenzi
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.opensc

[osg-users] PNG and Collada

2008-11-15 Thread alessandro terenzi
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

Re: [osg-users] PNG and Collada

2008-11-15 Thread alessandro terenzi
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

[osg-users] Bug with argument parser?

2008-11-15 Thread alessandro terenzi
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

Re: [osg-users] Bug with argument parser?

2008-11-16 Thread alessandro terenzi
; > 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

Re: [osg-users] PNG and Collada

2008-11-16 Thread alessandro terenzi
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

Re: [osg-users] Bug with argument parser?

2008-11-16 Thread alessandro terenzi
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

Re: [osg-users] Interest in DirectShow plugin for OpenSceneGraph?

2008-11-25 Thread alessandro terenzi
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

[osg-users] ...movie plugin unloads when every movie in the scene is released...

2007-07-28 Thread alessandro terenzi
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

Re: [osg-users] qt plugin problems?

2007-07-28 Thread alessandro terenzi
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

[osg-users] ...framing only visible objects

2007-07-31 Thread alessandro terenzi
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

Re: [osg-users] ...framing only visible objects

2007-07-31 Thread alessandro terenzi
. > > 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

Re: [osg-users] ...framing only visible objects

2007-07-31 Thread alessandro terenzi
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

Re: [osg-users] ...framing only visible objects

2007-08-01 Thread alessandro terenzi
, 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

[osg-users] unknown Quicktime SDK error...

2007-08-02 Thread alessandro terenzi
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

Re: [osg-users] unknown Quicktime SDK error...

2007-08-03 Thread alessandro terenzi
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

[osg-users] osg + tablet pc / umpc

2007-08-10 Thread alessandro terenzi
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

Re: [osg-users] osg + tablet pc / umpc

2007-08-10 Thread alessandro terenzi
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

[osg-users] ...video background...

2007-08-29 Thread alessandro terenzi
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

[osg-users] ...flipping projections/frame

2007-09-11 Thread alessandro terenzi
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

[osg-users] picking/selecting invisible objects

2007-10-13 Thread alessandro terenzi
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

[osg-users] osg to ive conversion...

2008-01-21 Thread alessandro terenzi
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

Re: [osg-users] osg to ive conversion...

2008-01-22 Thread alessandro terenzi
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

Re: [osg-users] osg to ive conversion...

2008-01-22 Thread alessandro terenzi
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

[osg-users] Too high memory usage with collada files (?)

2009-01-10 Thread alessandro terenzi
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

[osg-users] Rescaling texture to a chosen max size

2009-01-10 Thread alessandro terenzi
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

Re: [osg-users] Rescaling texture to a chosen max size

2009-01-10 Thread alessandro terenzi
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

Re: [osg-users] Rescaling texture to a chosen max size

2009-01-12 Thread alessandro terenzi
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

Re: [osg-users] Rescaling texture to a chosen max size

2009-01-12 Thread alessandro terenzi
> 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

Re: [osg-users] Rescaling texture to a chosen max size

2009-01-12 Thread alessandro terenzi
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

Re: [osg-users] Rescaling texture to a chosen max size

2009-01-12 Thread alessandro terenzi
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

Re: [osg-users] Rescaling texture to a chosen max size

2009-01-12 Thread alessandro terenzi
. 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

Re: [osg-users] Rescaling texture to a chosen max size

2009-01-12 Thread alessandro terenzi
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

Re: [osg-users] Rescaling texture to a chosen max size

2009-01-12 Thread alessandro terenzi
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

[osg-users] Rendering double-sided surfaces.

2009-01-26 Thread alessandro terenzi
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

Re: [osg-users] Rendering double-sided surfaces.

2009-01-26 Thread alessandro terenzi
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

Re: [osg-users] Rendering double-sided surfaces.

2009-01-27 Thread alessandro terenzi
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,

Re: [osg-users] Rendering double-sided surfaces.

2009-01-28 Thread alessandro terenzi
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

Re: [osg-users] Rendering double-sided surfaces.

2009-01-28 Thread alessandro terenzi
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

[osg-users] Collada Plugin for Mac OS X...some building problems

2009-02-02 Thread alessandro terenzi
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

Re: [osg-users] Collada Plugin for Mac OS X...some building problems

2009-02-05 Thread alessandro terenzi
-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

Re: [osg-users] collada

2009-02-06 Thread alessandro terenzi
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

Re: [osg-users] Collada Plugin for Mac OS X...some building problems

2009-02-09 Thread alessandro terenzi
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

[osg-users] Using GLObjectsVisitor with a pre-DrawCallback

2009-03-06 Thread alessandro terenzi
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

Re: [osg-users] [osgPlugins] osgExp for 3ds Max 2008

2009-03-06 Thread alessandro terenzi
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

Re: [osg-users] [osgPlugins] Loading animation in OSG

2009-09-25 Thread alessandro terenzi
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

[osg-users] [osgPlugins] Freetype and JPG plugins problems

2009-10-16 Thread Alessandro Terenzi
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

Re: [osg-users] [osgPlugins] Freetype and JPG plugins problems

2009-10-16 Thread Alessandro Terenzi
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

Re: [osg-users] [osgPlugins] Freetype and JPG plugins problems

2009-10-16 Thread alessandro terenzi
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

Re: [osg-users] [osgPlugins] Freetype and JPG plugins problems

2009-10-16 Thread alessandro terenzi
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

Re: [osg-users] [osgPlugins] Freetype and JPG plugins problems

2009-10-16 Thread alessandro terenzi
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

[osg-users] TangentSpaceGenerator usage...

2009-10-30 Thread alessandro terenzi
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

Re: [osg-users] TangentSpaceGenerator usage...

2009-10-30 Thread alessandro terenzi
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

[osg-users] Playing video in YUY2 pixel format.

2009-12-12 Thread alessandro terenzi
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

Re: [osg-users] Playing video in YUY2 pixel format.

2009-12-15 Thread alessandro terenzi
> 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

[osg-users] Background image...

2009-12-19 Thread alessandro terenzi
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

Re: [osg-users] Background image...

2009-12-19 Thread alessandro terenzi
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

[osg-users] How to flip the current frame before it gets drawn?

2009-12-30 Thread alessandro terenzi
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

Re: [osg-users] How to flip the current frame before it gets drawn?

2009-12-30 Thread alessandro terenzi
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

Re: [osg-users] How to flip the current frame before it gets drawn?

2009-12-30 Thread alessandro terenzi
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

Re: [osg-users] [osgPlugins] Rendering 3DS objects with bump maps

2009-12-31 Thread alessandro terenzi
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

[osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread alessandro terenzi
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

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread alessandro terenzi
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

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread alessandro terenzi
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

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread alessandro terenzi
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

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread alessandro terenzi
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

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread alessandro terenzi
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

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread alessandro terenzi
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 >&

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread alessandro terenzi
ions! >>> >>> Sukender >>> PVLE - Lightweight cross-platform game engine - >>> http://pvle.sourceforge.net/ >>> >>> - "Sukender" a écrit : >>> >>> Hi Michael, >>>> >>>> Did you include the sour

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-19 Thread alessandro terenzi
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

[osg-users] FBX plugin issues...

2010-01-20 Thread alessandro terenzi
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

Re: [osg-users] FBX plugin issues...

2010-01-20 Thread alessandro terenzi
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

Re: [osg-users] FBX plugin issues...

2010-01-21 Thread alessandro terenzi
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/ >

Re: [osg-users] [osgPlugins] Rendering 3DS objects with bump maps

2010-01-27 Thread alessandro terenzi
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

[osg-users] Collada Plugin problem with SketchUp exported models...

2010-02-24 Thread alessandro terenzi
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

Re: [osg-users] Collada Plugin problem with SketchUp exported models...

2010-02-24 Thread alessandro terenzi
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

Re: [osg-users] Collada Plugin problem with SketchUpexported models...

2010-02-26 Thread alessandro terenzi
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. >

[osg-users] OSGExp 64 bits...

2010-02-27 Thread alessandro terenzi
Hello, is a 64 bits version of OSGExp available somewhere? Kind regards. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Collada Plugin and 3dsMax exported models...

2010-03-01 Thread alessandro terenzi
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

Re: [osg-users] Collada Plugin and 3dsMax exported models...

2010-03-01 Thread alessandro terenzi
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

Re: [osg-users] Collada Plugin and 3dsMax exported models...

2010-03-01 Thread alessandro terenzi
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

Re: [osg-users] Collada Plugin and 3dsMax exported models...

2010-03-01 Thread alessandro terenzi
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

[osg-users] Using HDRI to light models...

2010-03-02 Thread alessandro terenzi
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.c

Re: [osg-users] Using HDRI to light models...

2010-03-02 Thread alessandro terenzi
> 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

Re: [osg-users] Using HDRI to light models...

2010-03-02 Thread alessandro terenzi
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

Re: [osg-users] Using HDRI to light models...

2010-03-02 Thread alessandro terenzi
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

[osg-users] FBX plugin: transparency and reflection maps...

2010-03-04 Thread alessandro terenzi
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

Re: [osg-users] FBX plugin: transparency and reflection maps...

2010-03-04 Thread alessandro terenzi
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.

Re: [osg-users] FBX plugin: transparency and reflection maps...

2010-03-04 Thread alessandro terenzi
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

[osg-users] OSGEXP building problem...

2010-03-06 Thread alessandro terenzi
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

Re: [osg-users] OSGEXP building problem...

2010-03-08 Thread alessandro terenzi
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

  1   2   3   >