Re: [osg-users] osgDotNet : Nodes adding to scene graphoutsidemain()function scope

2007-11-13 Thread Christophe Medard
I'll make the try to see what happen. Here I just wanted to point out that the problem origin may be in a function called in a thread when no particular setting on the osgviewer instance is done. If the try succeed, I guess I will have an unrecoverable crash even with the Release executable

Re: [osg-users] osgDotNet : Nodes adding to scene graphoutsidemain()function scope

2007-11-13 Thread Christophe Medard
Hi Jason, I have the very same problem : having to implement a new visual application, I must now choose between a C# implementation and a C++ unmanaged one. As you can bet, I'd largely prefer the first option (for instance I've prototyped some special effects in both languages/versions of the

[osg-users] OSGExp 0.9.4 and nb of vertices

2007-11-12 Thread Christophe Medard
Hi all, Until now working under Autodesk 3DSMax 8 and OSGExp version 0.9.3, I've just tryed OsgExp 0.9.4 under 3DSMax 9. Exporting the same object with the same options (see cap below), I notice that the number of vertices exported (as well as the number of normal) is multiplied by two and a

Re: [osg-users] Transparency problem

2007-10-19 Thread Christophe Medard
Yes. At least those kind of problems appearing on a dababase exported using OSGExp is solved by a clear segregation of transparent(semi-transparent) faces from opaque ones. -- Christophe Médard Société OKTAL (http://www.oktal.fr) 2 impasse Boudeville 31100 Toulouse (France) Tél. : (+33) 5 62

Re: [osg-users] Transparency problem

2007-10-18 Thread Christophe Medard
For your information my problem of transparency was dut to a point graphists must be careful of in 3DSMax : the OSGEXp exporter places a drawable or a geode in the TRANSPARENT_BIN as soon as at least one face has transparency. It's a perfeclty reasonable behaviour. In my case, trees

Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-17 Thread Christophe Medard
teaching about this. -- Christophe Médard Société OKTAL (http://www.oktal.fr) 2 impasse Boudeville 31100 Toulouse (France) Tél. : (+33) 5 62 11 50 10 Fax : (+33) 5 62 11 50 29 - Original Message - From: Christophe Medard To: OpenSceneGraph Users Sent: Friday, October 05, 2007 3:55 PM

[osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-04 Thread Christophe Medard
Hi all, There's something I can't get a clear vision of despite my efforts. To parameterize order of drawing, there are two levers : renderingHint (set on a node or drawable through it's stateset osg::StateSet::setRenderingHint()) and binnumber (set on a node or drawable through it's stateset

Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-04 Thread Christophe Medard
Sorry for the mailer redisposing of things. Here are the examples I wanted to submit : | | | osg::Group Aosg::Group B [binNumber = 8] dft, so binNumber =

Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-04 Thread Christophe Medard
To react to what says Robert, I'm under the impression that renderingHint in fact isn't used internally, is it ? Why is there two informations in fact redundant (an order of draw), renderingHint and binNumber ? So if I'm correct, things must only be thought of in 'binNumber' terms. To react to

Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-04 Thread Christophe Medard
Sorry if the drawing isn't clear (do the images pass the mails submitted in the mailing list ? If so, I could quickly make a quick drawing, more clearer that this verbatim presentation...) yes E is child of A in my diagram, so the answer is B-A-E0-D-C-E1. I understand that in fact you're

Re: [osg-users] RenderingHint vs binNumber(RenderBinDetails)

2007-10-04 Thread Christophe Medard
OK, but why introducing a _renderingHint member variable not used and therefore confusing (_binNum is the one taken into account, once again if I'm correct..) ?? It's not really exclusively an implementation matter : those member variables are both clearly saved in the .osg format - readable

Re: [osg-users] Use of osgDotNet Wrappers

2007-10-02 Thread Christophe Medard
We are, for a use from C# projects. The fact is that some accessor functions are lacking of some important classes (example Osg.NodeCallback.operator()()). The solution adopted for instance - which isn't satisfying for will raise problem when the osg API evolves - is to patch manually the header

Re: [osg-users] TexMat and Multitexturing

2007-10-02 Thread Christophe Medard
Right, I didn't see the TexMat could be specified texture unit by texture unit, through Osg.StateSet.setTextureAttributeAndModes(). Until now, I did : geode.getOrCreateStateSet().setAttributeAndModes(currentTexMatrix, (uint)Osg.StateAttribute.Values.ON); but

Re: [osg-users] Transparency problem

2007-09-28 Thread Christophe Medard
Hi Paul and Robert, What you are saying makes sense indeed, I didn't think about that. I will check that inferring (the database is large and exported from 3DSMax using OSGExp) : maybe OSGEXp suffer of some lackings concerning transparency issues indeed. Maybe I have after loading of the .osg

[osg-users] osgDotNet : Nodes adding to scene graph outside main() function scope

2007-09-25 Thread Christophe Medard
Toulouse (France) Tél. : (+33) 5 62 11 50 10 Fax : (+33) 5 62 11 50 29 - Original Message - From: Christophe Medard To: osg-users@lists.openscenegraph.org Sent: Friday, September 21, 2007 5:47 PM Subject: osgDotNet : Nodes adding to scene graph outside main() function scope Hi all, If I

Re: [osg-users] Trackball and view question

2007-09-18 Thread Christophe Medard
Trackball and view questionHi, The trackballManipulator recomputes the home position (should be called home positions in fact since there are three of them) when the scene is set on the osgViewer if you don't call TrackballManipulator::setAutoComputeHomePosition(false). The View Matrix you'll

Re: [osg-users] Lighting behavior and osgViewer::osgViewer

2007-09-13 Thread Christophe Medard
In fact I was puzzled by the fact that if no directional Light is set in the scene graph, the one set transversally onto the draw traversal by the osgViewer (through the cull visitor, ie not in the scenegraph) becomes active. I was unsure about that indeed, but as you say it's not as soon as at

[osg-users] Lighting behavior and osgViewer::osgViewer

2007-09-12 Thread Christophe Medard
Hi all, I'm stuck with an issue that should be extremely simple, but anyway I don't get it. - How is running the default Lighting Mode set in osgViewer ? That class contains an osg::Light _light member that is instanciated but I can find anywhere its linking to the scene graph !? - What is

Re: [osg-users] Reference Guide

2007-08-23 Thread Christophe Medard
I did buy it (well, let's say, I had oktal do). The Getting Started book is much more interesting than the Reference Guide, however. The thing with the getting started is that it is meant for newbie programmers that never used scene graph API's. There is a need for a guide thought of this

[osg-users] osgDotNet : Used from C#

2007-08-17 Thread Christophe Medard
Hi again, Thanks for all those answers ! Did you rebuild the osgWrappers/osgSim DLL? If that builds without error the osgDotNet generator should see your additions. Note that the build of the osgWrappers DLLs is not enabled in the default CMake configuration; you need to turn on

[osg-users] osgDotNet : Used from C#

2007-08-17 Thread Christophe Medard
You'll need to add code to the adapter and unknown object classes in the same file to complete the support. Take a look at, for example, the generated wrapper code for osg::Group::replaceChild for a model of what the code should look like. oops... I missed the ___NodeCallback_adapter

[osg-users] osgDotNet : Used from C#

2007-08-16 Thread Christophe Medard
The osgIntrospection+osgWrapper and osgDotNet-generator work very well together. (See http://www.openscenegraph.org/projects/osgDotNet/wiki/GettingStartedWithTheWrappersGenerator). Thanks to the osg team for such taht interesting release ! After a bunch of tests, the generated Managed C++

[osg-users] osgDotNet : Used from C#

2007-08-16 Thread Christophe Medard
Hi Mike Regarding (A1): you'll need to build the Debug osgDotNet assemblies and use them with the Debug OSG DLLs. (...) Unfortunately you can't see the native state when stepping through the managed code. Also, debugging across the managed/unmanaged boundary only works for 32 bit