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
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
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
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
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
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
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
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 =
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
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
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
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
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
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
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
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
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
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
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
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
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
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++
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
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