Great thanks guys!
This is the kind of lead I was looking for. Ill take a look at the shaderGen
and I also have been poking around the fbxsdk which might help as well.
Cheers! If I find a good solution and the time Ill try and post how I managed
to get it working here later on.
Thank
Ok so now back to the original intent with this question.
So I can now attach a texture to my hand model with a vertex and fragment
shader, which is great! I load the texture via its file path and send it along
to the shaders.
However I was hoping to find a way to do this in a different
Hey Robert, thanks for answer, hope you had a great weekend!
I've been trying to read up on vertex shaders and fragment shaders and maybe I
am not quite understanding.
Im trying to attach a very basic fragment shader, but I can't seem to get it to
work and I am not sure why.
I keep
Aha, ok, I wasn't clear enough.
I literally injected that code snippet into the osganimationhardware.cpp
example. I just thougt it would be redundant to repost the entire example.
If you shove my code right at in around line 122, thats where I have made the
edits.
Otherwise my entire
Ok I solved my problem with the fragment shader.
Stupid but I realized that if I didn't instanciate the fragment shader within
the if conditional where it checks to make sure the program is valid or not it
will add the same fragment shader twice to the program, hence the duplicate
main error.
Is this not clear what I am looking for? No one knows?
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I run skinning.vert on my fbx model which has rigging. Ive attached the shader
program as in the osg hardware animation example.
I have a texture that accompanies the hand model in the FBX file that I export
from 3Ds max. If I don't attach the shader program the hand models show up
with the
Hey Dario
Do you have any callback or other classes that affect this model or more
specifically the bones in any way?
One issue might be that somewhere all of the positions of each bone are set to
origin. You can always traverse through the bone structure in the model and
print out the
Hey everyone,
As the title says, Im trying to animate the visibility of a model and export to
osgb.
So far my animation exports have worked fine. I use 3D Studio Max to create an
animation on the timeline, export it to .FBX and then convert it to osgb, and
split up the animations on the
Hey everyone, I managed to finally sort this out. The bone weights that were
displayed in the console as being too small, are I believe only the specific
vertexes that had little to no weight. I re exported the .fbx file very
carefully making sure the rigging was right and the bones were set
This has all been very helpful guys!
Thanks Sebastian, I've tried running our bone matrice updates without adding
the model and just running nothing in the update callback both with the same
results. Which even further reinforces the original suspicions that the hand
model is being skinned on
So I was just in the process of trying to attach the statshandler to my viewer
and I can't seem to pull anything up on screen.
I was looking at the osguserstats exmaple and it seems pretty straightforward.
Just attach the pointer of a new statshandler to the viewer right?
I took a look at
H... maybe my edit and other post haven't come through yet? I did get the
statshandler working, I wrote an edit to my post, and posted some pictures and
details about it yet another post underneath it. Are they not visible maybe?
Thank you!
Cheers,
Chris
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Hi guys thanks for the quick replies!
I am indeed testing in Release always now. (I've learnt my lesson ;)).
At the moment Im trying to get hardware skinning working by following the
osganimationhardware example.
As of now I haven't got it working as for some reason it won't load the
Hi guys thanks for the quick replies!
I am indeed testing in Release always now. (I've learnt my lesson ;)).
At the moment Im trying to get hardware skinning working by following the
osganimationhardware example.
As of now I haven't got it working as for some reason it won't load the
Hey guys, this is probably more of a design problem than anything.
I have a Hud class it extends from PositionAttitudeTransform.
I have a HudController class it extends from NodeCallback.
Hud - PositionAttitudeTransform
HudController - NodeCallback
In order for Hud to attach an eventcallback
Great! Thanks Christian, Ill start with that and see what I can discern from
the results.
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Ok, thanks Christian, Ill take a look at the example. Its a shame that I may
need to do my own hardcoded shader for any models with bone structure :(. I
don't have a lot of experience with writing shaders.
...
Thank you!
Cheers,
Chris
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Hey Christian, thanks again for the reply.
Right, so display lists can slow things down and VBO is often preferred. I
think most of my implementation is fairly simple. The tow hands are single
model that consists of two hands who's bone positions and rotations are updated
every frame via our
Happy new years everyone! Hope everyone had a great holidays!
I just wanted to update this thread and bump it as I am now doing some further
tweaking on getting things running optimally.
I narrowed down some things, and I now have ONLY the hands being rendered in
release mode. I get around
Hey guys, so I feel stuck here.
Lets forget the movable HUD for a second. I just want to put a model in the
center of a plane that covers 25% of the screen:
-+++
-+++M+++
-+++ (M is the model)
-+++
Hello guys
I want to position a model relative to the screen size ( or window size for
that matter ). I have two models that sit on my HUD. The HUD slides in and
out of view by increasing the viewport size in a callback class. I am testing
out the hud right now and I want the width of the
Ran into a new problem. Its related directly to this HUD so I figured I would
just continue this thread.
I want the HUD to slide on and off the screen. I figure the best way to do
this would be with a nodecallback attached to the camera. Then i can just move
the viewport or the viewmatrix
Ok, I understand. I also initially thought moving the viewmatrix would be the
way to go.
I wish I knew what to provide as far as information on my code goes. Ive been
testing trying to figure out why my models don't render properly on the HUD.
I've narrowed it down to the UpdateCallback.
:-* :-*
And this is what happens when you don't sleep enough.
sorry...
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Hi everyone.
I have a HUD in my application that I want to contain 3d Models with
animations. I have taken a look at the osghud example in the build and have a
HUD working with a slave camera.
I want the HUD to be behind my main scene object though ( opposite of most HUD
implementations ).
Thanks Robert.
I tried not setting any clear mask on the slave camera and making sure the
depth clear was on my main camera. I haven't got the desired effect yet.
My main camera has these settings:
Camera mainCam = new Camera(*(view-getCamera()));
Thanks again Robert.
I believe the hudCamera-setGraphicsContext(windows[0]); approach is exactly
as its written in the osghud example?
But I have fixed it now. As you said, once I applied both a color and depth
clear to the slave camera with pre render and only a depth buffer for the main
No worries on the books then. I was more thinking like a good 3D graphics
programming book to get my head around the concepts of things. Since I still
struggle in understanding some of the basics I believe.
I have one last question now regarding my HUD. I just moved the 3D models of
the HUD
Ah! Infamously ambiguous as always.
I meant that I have an osg::projection as the background for my HUD. I
managed to solve it about 2 minutes before you posted it.
Like I mentioned I had two models playing animations on the HUD which is just a
green 4 point rectangle geode I create with
Hey Sergey!
Yeah I had previously looked at that thread. I was hoping for a much easier
solution. Unfortunately there isn't one.
It was a lot of work and research to get things working so I uploaded a small
project to GITHUB. https://github.com/CheezeCoder/OSGStuff
Using the code tomhog
Hi, I know this an old post but i took your code Tomhog and turned it into a
small application with TinyXml that makes it a bit easier to setup and bake
multiple animation into an osgb file. Hope it helps someone!
https://github.com/CheezeCoder/OSGStuff[/url]
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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
Voerman, L. wrote:
Just a fast suggestion:did you try:
_graphicsWindow-setWindowDecoration(false);
Regards, Laurens.
Well I have set windowDecoration in traits to false:
windowDecoration= false;
If thats what you meant. I also have the extended styles and styles (Added in
the
Just wanted to update this thread and provide information on how I achieved
what I was looking for.
We managed to make a transparent application that you can click through with
OSG. This means that you can display models on the screen and have them move
around with regards to input and at
Ok so we were approaching this problem in too complex of a way.
I was able to get the hands to move properly by creating a new matrix based off
of
a. The coordinate system we were getting from the API
b. The coordinate system of OSG
c. The local coordinate space of the hands.
So were now
This needed a very different approach then what I thought. Managed to find a
very nice way to solve positional animation based on input see:
http://forum.openscenegraph.org/viewtopic.php?t=14272start=0postdays=0postorder=aschighlight=
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Just to tie up loose ends.
I managed to get the simple HUD working. I think I misunderstood how things
were working before. The HUD works great now with and osg::projection object.
I created a seperate class to handle to creation of the HUD and a getter method
for the projection
Code:
cbuchner1 wrote:
You know what would be great? If you submitted a very basic example of this
to the osg-submissions mailing list, for inclusion in the osg examples
directory. Even if it is a Windows-only example, this might be helpful for a
lot of folks. Maybe someone else could extend it
Hi Cary
The funny thing is, is that this does this to us on a single screen as well.
Im pretty stumped. But the (10, -10, width, height) seems to fix it on a few
different screens and resolutions we've tried so far. Ugly fix for now. I
haven't tried on extended desktops yet so we'll see
Cheers thank Robert!
We did some further debugging and noticed that several booleans we were calling
from the API were returning as magic numbers such as 4, 64 or 113. Not sure
why yet but were looking into it. Either way not an OSG problem.
Your always super quick to answer my questions
Hey Everyone
A while ago I posted a topic on a low frame rate and seemed to have potentially
solved it by running our application in release mode. I am fairly new to
graphics programming and didn't realize the difference was so great.
I then had a son born and have been away for a while! :D.
Thanks Robert.
Is there a book or tutorial or example that shows how I might let the GPU
handle the skinning of the model? I realize this is not just a look at and fix
kind of thing. I don't really know where to start though. In the mean time
Ill keep googling :)
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Hi cbuchner. Thanks for your help.
Does 3ds Max have an osg exporter? Also if I converted the .3ds file to osg
will it retain the bone structure? The reason I export the hand models from
.3ds to .fbx is to preserve the bone structure.
Im assuming you mean that when I construct a model I
Ok, so I meant to imply skinning. I guess what I described was rendering.
I am using debug. I know it affects performance, but by that much?
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Hey everyone.
I've come a far way since my last post. Our application is reading sensor data
from the Leap Motion and we are interpreting this data and using OSG to display
the hand models on scene. The issue now is that running on my laptop I get a
tops of 20 fps. On other computers with
Have been meaning to respond to you about this for a while now Sergey but we've
been so busy.
Managed to get the window click through-able in another way. We set the window
to a layered window and using this line:
Code:
SetLayeredWindowAttributes(_hwnd, RGB(0, 0, 0), 0, LWA_COLORKEY);
Thanks Robert and Sergey!
I realize I was being a bit too general. I was just curious if having that
many UpdateCallbacks would generally be an issue... but of course it all
depends on what I am doing with everything.
I took your advice and stepped through each step when creating the scene.
Hey, in case anyone was interested. This was definitely the problem. For a
beginner like me it was very unclear that 3ds files or other files did not
import any of the rigging or bone heirarchy. Especially considering there was
a still an empty tree of matrixtransforms with the same names as
Hello again!
Me with my similar line of problems!
Ok so to summarize again: I have a fbx hand model with bones and everything.
Ive managed to set up the wrists and other joints with callback classes.
These NodeCallback classes have access to an api that gets sensor data from the
leap
Mattias! That makes so much sense with the results I was getting!
I am trying to rebuild with the FBX plugin enabled right now. I noticed with
CMake that the fields: FBX LIBRARAY and FBX LIBRARY DEBUG can't find the right
file. (FBX_INCLUD_DIR is found automatically).
I did some looking
Hi Robert!
Thank you so much for taking the time to try and break down the approach for
me. Right now our API gives us the left hand and right hand positions in world
coordinates.
So with this I have managed to get the hands moving around on the screen using
a callback on the hand node.
Thanks agin for helping me with this.
While I am very new to all of this, I have spent the better part of the last 5
weeks learning open scene graph. I have a basic knowledge of a fair chunck of
it I believe. My problem is, is that I have gone through many of the examples,
I have worked
Hey guys I really need some help with this. I must just have a
misunderstanding of how to manipulate things.
To show exactly what I am doing I want to manipulate the LeapMotion handmodels
offered with their SDK.
The hand models come as FBX format. I have opened it in 3DS max and saved
Oh it is most definitely a very awkward way of doing things. I am very much a
novice at this and thats why.
I have been following along the tutorials in the Open Scene Graph for beginners
and trying to understand how the engine works as well as get a better grasp on
graphics programming as
Hey everyone.
I have some previous posts on trying to get 2 hands to animate to sensor input.
I have a NodeVisitor class that goes through a model and adds a NodeCallback
class to each MatrixTransform node it finds. Then in that NodeCallback I do
some tests to see if it is a
Hey everyone.
I may be interpreting how this is done improperly, but all I want at the moment
is to animate two hand models.
I have two osg::MatrixTransform objects which I add my loaded hand models too.
I then attach an instance of a class that extends from osg::NodeCallback
Then in that
Hello OSGers.
I have been trying to implement a HUD in my unorthodox application. I am
currently displaying 3 models to the screen where I have everything else
transparent. Thus the application works as an overlay on top of whatever other
application the user wishes to run. To do this I am
Hi Robert
Thanks for your answer!
Ill try and refine what it is I'm doing. When our application is running we
want OSG to display 3 models on the screen and nothing else. We want a user to
be able to run any program they wish underneath it. This means that when our
application is on a
Hey Robert
Thanks for the more detailed explanation. From what I can make out you are
able to render the 3 models to a pbuffer than render this with transparency
over the desktop OK, this part if functioning as intended. Is this correct?
Yes this is correct!
As for the HUD Ill
Ok, with your pushes in the right direction I have finally managed to get this
working! :D. Its not very performance friendly but that I can optimize later.
Ill break it down so that people who are looking to do somethings similar can
see what I did and suggest betters ways of doing it if
Yes! Ok, I read that forum and it gave me a better idea of how I might do this.
To account for transparency though I need to get the current pbuffer and put
it into a local byte array.
Something like
Code:
static BYTE pixels[width * height * 4] = {0};
unsigned char* ptr =
Anyone have any ideas?
This is what Im working on so far. I have used the exmaple linked in the above
post.
I create a layered window:
Code:
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nShowCmd)
{
DetectMemoryLeaks();
MSG
No need to ask me to be patient! I fully understand. As mentioned I was tired
and frustrated and the post was a post that didn't need to be created. The
community so far has been quite pleasant after all.
My apologies again!
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Hello again everyone!
I am currently developing an application with a company and we have a
challenge. We want our application to run over top of any other application.
So in windows our app is basically several graphical elements that will react
to input from sensors. So to start with I
Hey everyone, this is my second post. My first one was born out of frustration
and tiredness. So if the tone in that post sounds bad, my apologies.
I managed to get OSG up and running and going smoothly. I have a problem
though. I have scoured the web and this forum for a solution but I
Ok, how am I suppose to post a question to this forum, if every single line of
code i write here in code blocks or anything with a slash or dot in it is
interpreted as a link? And then it says I can't post links in my question
until I make 2 posts!?? I don't have any links! So frustrated!
Although this thread is now years old, I just wanted to say thank you! This
fixed my intellisense problem in Visual Studios 2013 by simply enabling map
extentionless files. Thanks!!
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Thanks for the answers. My issue still remains.
I don't think that the windows platform will look in any OSG_BIN_PATH
environment variable. Instead it looks in the folder specified by the
environment variable PATH.
As mentioned I have checked countless times to make sure that the
Thanks Bjorn!
It works once I set my environment path to that which you showed. Its a shame
that you need to that specifically in the debugging section as it would be nice
to set that in a property sheet so I could use the same settings for multiple
projects
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