Hello,
I need to retrieve the triangles indices from a geometry.
I'm able to get all the verticies via getVertexArray() and then build an array
that contains the getVertexArray() datas as list of scalars: [v1.x v1.y v1.z
v2.x v2.y v2.z ... ]
I additionally need to build a bidimensional array
Hello,
have you some example to show me the result?
Your code is opensource?
Many thanks, bye
Steal wrote:
> I have written a geoclipmap for Osg that works with all kinds of maps.
>
> It works by having 5 rings position independently within one another, with
> the bigger one having a cutout
Hi,
I'm trying to work on procedural terrain creation because I need to dig them at
runtime.
Can you suggest to me the best way to start this task? I'm using OSG 3.4.0.
Thank you!
Cheers,
Dario
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Hi,
I'm working on Win 10, compiling OSG 3.2.3 with VS17 using official 3dparty
deps (side note, I have to disable dicom and ktx because errors in headers).
Using SimViewer to open some osgb, works fine for all models with NO ANIMATION,
but for those with animations I got this error (under
Hi,
I'm working on BVH files and retargeting on model. My tests say that BVHReader
supports the MotionBuilder BVH only, so the 3D model needs to have the skeleton
bones with Y up convention.
I have some models from MAXIMO that come in an old 3D model set that works fine
(exported by
Hi,
I post my request here because osgAnimation related.
There is some examples/possibility to blend two animations? So, make the
transition from an animation to another in a smooth way?
Thank you!
Cheers,
Dario
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Hi,
I'm looking to run an osgOcean based application in a Stereo mode (split or
anaglyphic). Doesn't work because multiple rendering pass, I think...Someone
have suggestions about this problem? Have you tried stereo mode with osgOcean?
Thank you!
Cheers,
Dario
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Hi,
I'm planning to using osgVegetation
(https://github.com/leadcoder/osgVegetation) with osgOcean.
Unfortunately, both use a lot of shaders and there are obviously problems in
the underwater visualization because osgVegetation shader pipeline (which
generates the vegetation billboard
Hi,
No ideas? :? :(
Thank you!
Cheers,
Dario
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Hi,
I'm experiencing some problem using LOS with osgOcean. Executing LOS with
osgOcean enabled there are some strange segmentation fault that speak about LOS
intersection visitor and osgOcean main traverse. The traceback isn't the same
at all times, but is something like that:
Code:
0
Hi,
...
Thank you!
Cheers,
Dario
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Hi,
Ok, Robert I'm looking for osganimationhardware but right now I'm not able to
understand the right way to switch on hardware animation easily.
In any case I've made another test: object with bones -> low fps (i.e 45fps).
During visualization I make an "hide" (masking the root of model).
Hi,
As I said, in a real simulation the issue comes up again. It is osg 3.2.3. In a
real simulation if I have no object with bones I have for example 90fps, with
only one object with bones the fps low down to 45/50if I use the same
object without bones the fps come up to 90 again so isn't
Hi,
I'm experiencing for a very huge performance issue using models with bones (and
animation). Look at images attached. The little cute dolphin WITH bones
(animation stopped) show 107FPS, the one WITHOUT bones (animation stopped) show
over 3400FPS. Used in a simulation, performances issue is
Hi,
I would to implement a rendering pass which emulates a sidescan sonar. In
practice I would to rendering an image of current frustum view "colored" in
base to distance of objects. Can you suggest to me a good way to achieve that?
I think I have to work about depth map but maybe you can
Hi,
All data change on osg tree are made inside callback, so theoretically we have
no "parallel" change during frame. However there are a lot of visitors that I
have to check, may be could do data alteration. In my test, actually, there is
osgHimmel and osgOcean also inside scene.
This type
Hi,
I'm using SingleThreaded model inside the Viewer. Using another model threading
like DrawThreadPerContext I have various errors like:
Warning:TextureRectangle::apply(..) failed, texture rectangle is not support by
your OpenGL drivers.
and
Warning: RenderStage::runCameraSetUp(State&)
Hi,
Yes, it works!
Thank you!
Cheers,
Dario
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Hi,
Nice! I'll try as soon as possible!
Thank you!
Cheers,
Dario
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Hi,
As I said in first post, I have experience with scale problem...if a model is
modeled with scale 10 (for example...) with bones in scale 10 and then rescaled
at 1, this near/far problem is a lot visible! This happens with all sw I have
tried like 3ds, blender, c4d. If I build the model in
Hi,
May be Robert can clarify this behaviour... :D
Thank you!
Cheers,
Dario
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Hi,
I'll try that but this is a problem for me, because my engine expect a
matrixtransform as root...I can ingest that but I'll substitute a problem with
another hehehe :D
Thanks again!
Thank you!
Cheers,
Dario
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ard to diagnose
> > > Can you give use the minimum code that cause your issue?
> > >
> > >
> > >
> > > Paradox wrote:
> > > > Yes, same issue... :(
> > > >
> > > >
> > > > Trajce Nikolov NICK wrote:
&g
; > Trajce Nikolov NICK wrote:
> > > Hi Dario,
> > >
> > >
> > > did you try node->setCullingActive(false)
> > >
> > >
> > > On Wed, Jun 22, 2016 at 12:20 PM, Dario Minieri < ()> wrote:
> > >
> > > > Hi,
>
Yes, same issue... :(
Trajce Nikolov NICK wrote:
> Hi Dario,
>
>
> did you try node->setCullingActive(false)
>
>
> On Wed, Jun 22, 2016 at 12:20 PM, Dario Minieri < ()> wrote:
>
> > Hi,
> >
> > Thanks mp3butcher but unfortuna
Hi,
Thanks mp3butcher but unfortunately I've already tried to disable the compute
and the problem doesn't goes away. I don't really sure about the problem
concerning near/far strictlysome other ideas?
Thank you!
Cheers,
Dario
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Hi,
I'm experiencing the follow problem: I have some models with bones. When those
models reach frustum edge (or corner), they disappear (like near cutoff). I
know the scale of bones is really important, if there is an incongruence
between the model scale and bones this problem is very
Hi,
ok, interesting, thanks. I'm using SingleThreaded model right now. I take this
opportunity to speak about the problem using another thread model, like
DrawThreadPerContext. In this case I have an error like:
TextureRectangle::apply(..) failed, texture rectangle is not support by your
Hi,
Simple question: set a uniform value via set() method is thread-safe or we have
to set the value via Uniform callback? Apparently, set() works fine, but thread
interactions are devious :D
Thank you!
Cheers,
Dario
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Hi,
Using low camera height angles (simulating camera zoom action), I can see a lot
of model "artifacts" (faces flick). Apart a massive model optimization, I think
this is due to the fact the effective distance camera<->object remains
unchanged and maybe some render pass cull-off some faces.
Hi,
Maybe I've not looked deeply all codes examples around the net, but there is
some simple way, in osg, to write rendered frames on file?
Thank you!
Cheers,
Dario
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Hi,
Thanks Robert for your reply. I'm using OSG3.2.1. I can see Mutex lock/unlock
in Node. I've to look the DatabasePager implementation...but I can't understand
the crash, because locks there are...
Thank you!
Cheers,
Dario
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Hi,
I have a system which use an UpdateCallback for every node which can be
modified (adding or removing his children). Sometime I have segmentation fault
inside the callback, like this one:
#0 0x74b02cc9 in __GI_raise (sig=sig@entry=6) at
../nptl/sysdeps/unix/sysv/linux/raise.c:56
Hi,
I have tried the osgOcean example also and in effect this problem seems to
happen here also. After a lot of movement underwater I can see the plane
behind. Rotating left or right disappears.
Thank you!
Cheers,
Dario
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Hi,
...same problem here...have you found some workaround or solution? Bye.
Thank you!
Cheers,
Dario
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Hi,
I'm looking into a problem inside underwater scene: normally I use those
parameters for underwater cylinder:
CylinderHeight=4000.0
CylinderRadius=2000.0
I'm using osgHimmel as sky /but I can see the same problem with the original
osgOcean sky dome) and the camera setup for near-far is:
Hi,
I will make some debug in a few daysmany thanks for now :D
Thank you!
Cheers,
Dario
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Hi,
No one idea? :(
Thank you!
Cheers,
Dario
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Hi,
I'm looking to a workaround to enable the reflection (end/or refraction) for
osgParticles particles! I've tried to set the mask for the geode which contains
the emitter without results. There is a simple way to achieve that?
My goal, is to generates particles with one or more emitters
Hi,
I'm bringing back this thread up also after 2 years. Did anyone get any success
about the wake effect? I'm working around foam+shoreline without any
interesting results at moment
Thank you!
Cheers,
Dario
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Hi,
I'm trying to compile osgOcean lib and examples under windows with mingw32. The
library compile fine but I have a link fail for exe example. The error is the
next:
Linking CXX executable ../../bin/oceanExample.exe
Hi,
I'm using a simple png texture with some transparency to render a glass effect.
Outside the model (you can think to a glass of a car) all looks good, but
inside the model (for example at drive place) the glass is black. This is
obvious because culling: I'm able to disable this using
Hi,
Nice, I've seen now the mod, I'll try them as soon
Thank you!
Cheers,
Dario
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Hi,
Looking the patch, I've seen that this is the same mod that I've tried but
doesn't looks good to me...I'm using the trunk version, so the patch is
different because some stuffs are moved in Technique file, but the mod is the
same and I'm not really able to tone down (mean: add a lower
Hi,
No, in this example I have no custom shadersif I try to use my own custom
shaders based on 3.0.1rc3 lspsm I receive a Warning: detected OpenGL error
'invalid operation' at after RenderBin::draw(..) and the screen comes
obviously black. So, right now, I'll be happy if shadows re-work
Hi,
I'm using right now the osg 3.0.1-rc3. I have a project with shadows. With osg
3.0.1-rc3 all shadows and objects look good. Running same project with osg
3.2.0 I see a problem with shadows: all objects become darkish even if the
shadows there are. Seems to be the source light that don't
Hi,
I forgot to say that the shadow there is, but shadow itself is very darkish,
not semi-transparent as previous version.
I'm using LightSpacePerspectiveShadowMapCB.
Thank you!
Cheers,
Dario
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Hi,
In effect, I have tried right now all shadow type: lspsm, sm, ssm and pssm but
no one looks good
Thank you!
Cheers,
Dario
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Hi,
In effect, I see the env_color computation in the fragment shader. I'm able to
multiply this one by a tiny constant 1 (like 0.2) to obtain the result
desired, but the problem is that the total final tone change drastically.
I don't know if I've made right operation, but I'm trying to
Hi,
I'm looking to modify the amount of reflections intensity inside ocean. I'm
using last trunk rev 258.
I'm stuck into this piece of code inside OceanScene:
Code:
_reflectionMatrix = osg::Matrixf( 1, 0, 0, 0,
0, 1, 0, 0,
Hi,
Thanks for replies, this works with traversal mask and drawcullback override
also.
Thank you!
Cheers,
Dario
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Hi,
Sorry for noob question, but I need to make an object totally transparent (as
invisible) but I have to maintain your presence in the world (the object
can't be masked). This means that the object isn't visible but all collisions
and others interactions in the world have to work.
I can
Hi bradenedmunds
Many tanks for your reply. I'll try as soon some modification suggested and let
you know.
Thank you!
Cheers,
Dario
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Hi,
This post is related to this my post:
http://forum.openscenegraph.org/viewtopic.php?t=12384
The main problem is to understand how to design a QTOsgViewer plugin used
inside an application which modify dinamically the 3D osg scene.
It's really hard to explain the global situation but in a
Hi Robert
In your QT viewer example you have 5 statics scenes. A single viewer shows a
single object and never changes: you update the widgets using a QTimer.
Now, I have a dynamic system where the scene graph changes continuously and
there is OsgOcean. I think that the QT problem is the
Hi,
Same problem using osg 3.0.1-rc3hummm
Thank you!
Cheers,
Dario
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Hi,
I'm using now osg 3.0.0-rc7 and osgOcean r258 trunk.
I'm experimenting a problem: sometime, the viewer freezes temporarly (the scene
render freezes), but is sufficient change the focus of the viewer window to
restart the render (for example, reducing the viewer at icon and then enlarge
Hi,
Mha, this is strange, because the snapshot showed above are oceanExample
related with no alteration of code and options (different settings are changed
in realtime using the feature of the example). I'm looking into refraction code
and, in effect, this is drastically changed between two
Hi,
Using last dev osg release (3.1.7) and trunk osgOcean revision (I'm using the
suggested tags version) works
Thank you!
Cheers,
Dario
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Hi,
I'm using still now OsgOcean rev 208. I'm update to the last rev 258.
Refraction seems don't work. I have a scene with refraction enabled, withe
rev208 I can see the refraction, not with the rev258.
Someone has reported this issue? I'm looking now around the refracition code,
but is a
/viewtopic.php?t=12313
many thanks again
bye!
kcbale wrote:
Hey Dario,
Ah Ok i understand. I'll check over the code tomorrow, it does sound like it
might need some minor changes to accommodate your needs.
Regards,
Kim.
Sent from my iPhone
On 13 Jun 2013, at 22:45, Dario Minieri wrote
Hi,
I'm implementing a simple sun walk into skydome, calculating the light color
during day. I'm using osgocean. To setup the ocean scene accordingly with the
light color variation, I have to set the light color in osgocean itself via
setLightColor. This works but setLightColor dirty the
.
Sent from my iPhone
On 13 Jun 2013, at 17:04, Dario Minieri wrote:
Hi,
I'm implementing a simple sun walk into skydome, calculating the light
color during day. I'm using osgocean. To setup the ocean scene accordingly
with the light color variation, I have to set the light color
Hi,
Sorry for noob question, but I'm going crazy setting attribute vertex shaders
variables starting from ShadowedScene. I've some code like this:
//create shadowed scene...
//create shadow technique l_MinimalShadowMap
l_MinimalShadowMap-setShadowFragmentShader(l_sf);
Hi,
I would to implement the possibility to make a blackwhite vision and/or
grayscale vision. It's possible to implement this feature modifying the camera
properties only and not the geometry? Any suggestions are appreciated.
Thank you!
Cheers,
Dario
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Hi,
Robert, thanks for your reply. I'm following the shaders way and this
works...unfortunatly, I've ocean plugin also to make bw and in this case is
more difficult because I've no control over ocean shaders chain...I need to
glow ocean shaders chain with mine...hummm
Thank you!
Cheers,
and single quad is not.
2: Yes you can. Assuming the vertices are oriented properly and it not change
how it looks of course.
Cheers,
WL
2012/8/28 Dario Minieri ()
Hi,
Thanks for your reply. Yes, I see now the polygonoffsetfactor and
polygonoffsetunits variables even
Hi,
Thanks for your reply. Yes, I see now the polygonoffsetfactor and
polygonoffsetunits variables even if there are no methods to set them (osg
3.0.0), they are setted as attribute camera StateSet because shadow map
generation. I can try to tweak these values in some way. You speaks about two
Hi,
I've tried to use the CASTS_SHADOW_TRAVERSAL_MASK on my terrain but the final
result is pretty the same.
Code:
GfxTerr-setNodeMask(m_GfxTerr-getNodeMask() ~CASTS_SHADOW_TRAVERSAL_MASK);
hummmartifacts don't go away...
Thank you!
Cheers,
Dario
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out the depth range of the shadow map reducing it's precision.
If this is the case then using the Cast/RecivesShadowMask
functionality would be appropriate as this will you could use the mask
to avoid the ground being used in the shadow map generation.
Robert.
On 24 August 2012 14:57, Dario
Nice! Thanks for the suggestion, I'm now able to start with blending my shaders
with shadow shaders...
danoo wrote:
Regarding your code, I think you missunderstood the concept of shaders and
shadowtechnique. You do not need to have a visitor to add the shaders to your
objects. You have to
Hi,
No one can give me an idea to integrate lppsm with customs shaders?
Thank you!
Cheers,
Dario
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Hi,
...but, my question is: is correct the whole procedure? In practice, we
reassign the program shaders to all objects and osgShadow traversal will
compute the uniforms to pass to the shaders via stasetthis look correct to
me, but there must be another way to make it work...
Thank you!
Hi,
Ok, this is a classic problem about ocean shader. We have to re-set the
attributes mode with a custom or empty shader.
Thank you!
Cheers, bye.
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Hi,
Depending to the camera position, all sea models appear too bright, like
whitewashed. Seems to be not a light issue or osg model material
configuration, I've tried many parameters variations without luck. How I can
try to fix the problem?
Thank you!
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Simply, the FBX C4D exporter is buggy: the bigger problem is the texture
exporting in this format.
In fact, no textures fbx sdk compliant section is exported from C4D in a
correct way. Osg convert plugin isn't able to interpret the fbx texture section
correctly, but this problem seems to be
Hi,
Thanks, this is usefull.
Thank you!
Cheers,
Dario
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Hi,
Thanks, sorry, my fault. I'm using a wrong library.
Thank you!
Cheers,
Dario
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Hi,
I was trying to compile some of my projects based on OSG 2.8.3 using 2.9.12.
I'm getting these errors:
Rend.cpp: In constructor 'GfxRenderer::GfxRenderer(osg::Camera*)':
Rend.cpp:58: error: 'setTargetFrameRate' was not declared in this scope
Rend.cpp:59: error:
Hi,
The fbx plugin for osg svn version 2.9.12 would be compile fine with the sdk
2011.3? No problem with 2011.2 but with .3 no luck..this is my config problem
or the plugin isn't compatible with last sdk yet?
Thank you!
Cheers,
Dario
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Hi,
I want to update this post to update any interested peoples on the situation.
It seems that, in fact, the FBX file 2010.2 exported by cinema4d (R11, R11.5,
R12) are not compliant with the autodesk fbx format for some reason.
The QTFBXViewer is able to visualize the object geometry but not
Hi,
No ideas?
Thank you!
Cheers,
Dario
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Hi,
I was noticing that the Normals maps, assigned in 3DSMAX, aren't exported in
the osg format. The Normal map file reference is in the FBX model but no in the
converted osg file.
This is a my problem? I'm using OSG 2.8.3 with the FBX SDK 2010.2.
Thank you!
Cheers,
Dario
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Hi Ulrich.
I save the osg format and the Texture2D record is inserted correctly but the
file path disappears (I load objects that already have the textures, I don't
apply the textures in my tool).
I'm going to try to use setUnRefImageDataAfterApply before using setSceneData.
I'll tell you if
Hi,
Hi Ulrich.
Yes, I've made a Visitor to setUnRefImageDataAfterApply(false) for all textures
properties and now works like charm.
Thank you!
Cheers,
Dario
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Hi,
I have a very strange problem. I've written an FLTK application, which use the
viewer (pretty similar to the FLTKViewer in the OSG examples), that compose and
show LOD models. I can load multiples models and I inserted these models as
childs of an osg::LOD node. Then, I've tried to write
Hi,
I wanted to ask if there is a best practice to manage DOF nodes in the LOD
models.
For example, I have a model with 2 level-of-detail with the same DOF nodes for
each sub-detailed model. So, I have a root LOD node that has as childrens 2
Group which are the two models with different
Hi,
I'm trying to compile OSG 2.9.9 from the SVN but I have some errors with fbx
plugin during compilation:
Code:
[ 84%] Building CXX object
src/osgPlugins/fbx/CMakeFiles/osgdb_fbx.dir/fbxRMesh.o
In file included from
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h:7,
Hi,
With my preliminary test the answer is no...
Thank you!
Cheers,
Dario
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Hi,
Because a lot of dependencies on my framework I can't try now. FBX 2011-2
support LOD from MAX LOD plugin, then I would ask to you if the FBX plugin in
the last OSG (2.9.8) is able to create an OSG with LOD from an FBX with LOD.
Thank you!
Cheers,
Dario
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Hi,
anyone has any other information about this problem?
Thank you!
Cheers,
Dario
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Hi,
At this time I just found that malfunctioning. The first thing I noticed is the
use of LayeredTexture but obviously this is not the problem from what you say.
The problem is in the export C4D tool, but it is unclear where he is. Apart
from the use of LayeredTexture, the two files seem
Hi,
Thanks for your reply. I tried your trick but the result seems the same as
above. Seems strange that nobody else in the forum has the same problem. You've
encountered this kind of problem?
Some friends also, are having this problem and, as I said earlier, we used both
version 2.8.3 (with
Hi,
I've a very annoying problem converting an fbx file into an osg through
osgconv. The fbx file contains the (correct) refer to a texture (I'm able to
correctly show the fbx in my modeling tool and I see the path in the fbx ASCII
version...) but when I try the convertion I see those messages
Hi
I was just working on these ideas, thanks for osgFX tips that I had completely
forgotten. I see what comes out :D
Thanks again
best
Skylark wrote:
Hi Dario,
If I know the geode name node to highlight, there is a simple method to
achive that? Is there any example to see that I
Hi,
I integrated the osgviewer in my application extended the osgViewer class.
Viewing and manipulation (rotate and zoom) works fine, but I need to highlight
part of an object shown in the osgviewer.
If I know the geode name node to highlight, there is a simple method to achive
that? Is
Hi,
Converting a FBX file (2010.2) into an OSG I saw that some NULL nodes are
lost. For example I've tried a convertion of a simple scene:
OBJECT
|OBJ_WRAPPER
|object_with_mesh
OBJECT and OBJ_WRAPPER are simple NULL nodes, typically used to group others
object.
I've
Hi, thanks for your reply.
This sound like but unfortunatly don't works. I've exported the variable
(export OSG_OPTIMIZER=OFF) but the result is the same as above. HummThere
is some other way to control the optimizer behaviour in this cases? OSG is
2.8.3 version.
Many thanks again
Bye
Thanks Michael
I have some errors at compile time for the fbx plugin in the fbxRAnimation.cpp.
.../fbx/fbxRAnimation.cpp:25: error: variable or field 'readKeys' declared void
.../fbx/fbxRAnimation.cpp:25: error: 'KFbxAnimCurve' was not declared in this
scope
.../fbx/fbxRAnimation.cpp:25: error:
Hi
I read right now this message. I try now your trick.
Michael Platings wrote:
Hi Dario,
it just occurred to me that if you're using the 2.8.3 version then changing
to the latest code will be a big pain for you. Instead, in your code go to
the switch statement at line 417 of fbxRNode.cpp
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