[osg-users] Retrieve the triangles indices array from a geometry.

2019-05-13 Thread Dario Minieri
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

Re: [osg-users] Procedural terrains in oder to dig it.

2018-09-06 Thread Dario Minieri
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

[osg-users] Procedural terrains in oder to dig it.

2018-09-06 Thread Dario Minieri
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 -- Read this topic online here:

[osg-users] [osgPlugins] Win 10 + VS17 + OSG 3.2.3 = Failed to read from stream. At osg::Node osgAnimation::AnimationManagerBase

2018-01-29 Thread Dario Minieri
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

[osg-users] [osgPlugins] BVH and model axis centering: a modeling and exporting problem...

2017-10-16 Thread Dario Minieri
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

Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-14 Thread Dario Minieri
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 -- Read this topic online here:

[osg-users] [osgOcean] osgOcean and Stereo view.

2017-06-08 Thread Dario Minieri
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 -- Read this

[osg-users] Merge Shader::Program from differents node kits.

2017-02-28 Thread Dario Minieri
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

Re: [osg-users] LOS Intersection and osgOcean segmentation fault issue.

2016-10-27 Thread Dario Minieri
Hi, No ideas? :? :( Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69175#69175 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] LOS Intersection and osgOcean segmentation fault issue.

2016-09-14 Thread Dario Minieri
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

Re: [osg-users] HUGE performance issue using models with bones (and animation).

2016-09-07 Thread Dario Minieri
Hi, ... Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68546#68546 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] HUGE performance issue using models with bones (and animation).

2016-09-07 Thread Dario Minieri
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).

Re: [osg-users] HUGE performance issue using models with bones (and animation).

2016-09-06 Thread Dario Minieri
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

[osg-users] HUGE performance issue using models with bones (and animation).

2016-09-06 Thread Dario Minieri
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

[osg-users] Sidescan sonar image

2016-07-28 Thread Dario Minieri
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

Re: [osg-users] osgViewer Threading Model problem.

2016-07-01 Thread Dario Minieri
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

[osg-users] osgViewer Threading Model problem.

2016-07-01 Thread Dario Minieri
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&)

Re: [osg-users] Near/Far problem using models with bones.

2016-06-24 Thread Dario Minieri
Hi, Yes, it works! Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67780#67780 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Near/Far problem using models with bones.

2016-06-24 Thread Dario Minieri
Hi, Nice! I'll try as soon as possible! Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6#6 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Near/Far problem using models with bones.

2016-06-24 Thread Dario Minieri
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

Re: [osg-users] Near/Far problem using models with bones.

2016-06-23 Thread Dario Minieri
Hi, May be Robert can clarify this behaviour... :D Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67764#67764 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Near/Far problem using models with bones.

2016-06-23 Thread Dario Minieri
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 -- Read this topic online here:

Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Dario Minieri
ard to diagnose > > > Can you give use the minimum code that cause your issue? > > > > > > > > > > > > Paradox wrote: > > > > Yes, same issue... :( > > > > > > > > > > > > Trajce Nikolov NICK wrote: &g

Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Dario Minieri
; > 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, >

Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Dario Minieri
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

Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Dario Minieri
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 -- Read this topic online here:

[osg-users] Near/Far problem using models with bones.

2016-06-20 Thread Dario Minieri
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

Re: [osg-users] Uniform set and callback

2016-04-12 Thread Dario Minieri
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

[osg-users] Uniform set and callback

2016-04-12 Thread Dario Minieri
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 -- Read this topic online here:

[osg-users] Avoid "render flickering" using low height cameras angles.

2016-01-22 Thread Dario Minieri
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.

[osg-users] Write frame on file.

2016-01-22 Thread Dario Minieri
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66090#66090

Re: [osg-users] Alter tree in safe mode.

2015-12-18 Thread Dario Minieri
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 -- Read this topic online here:

[osg-users] Alter tree in safe mode.

2015-12-17 Thread Dario Minieri
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

Re: [osg-users] [osgOcean] Cylinder underwater problem with dimensions 2000.

2015-07-01 Thread Dario Minieri
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 -- Read this topic online here:

Re: [osg-users] [osgOcean] Cylinder/Skydome flicker when using CompositeView

2015-06-30 Thread Dario Minieri
Hi, ...same problem here...have you found some workaround or solution? Bye. Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64221#64221 ___ osg-users mailing list

[osg-users] [osgOcean] Cylinder underwater problem with dimensions 2000.

2015-06-30 Thread Dario Minieri
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:

Re: [osg-users] Problem using Bones

2015-03-06 Thread Dario Minieri
Hi, I will make some debug in a few daysmany thanks for now :D Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62972#62972 ___ osg-users mailing list

Re: [osg-users] Problem using Bones

2015-01-22 Thread Dario Minieri
Hi, No one idea? :( Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62419#62419 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] [osgOcean] Enabling reflection and others effects for particles.

2014-11-22 Thread Dario Minieri
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

Re: [osg-users] [osgOcean] Wake effects?

2014-10-27 Thread Dario Minieri
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 -- Read this topic online here:

[osg-users] [osgOcean] Error linking osgOcean

2014-07-10 Thread Dario Minieri
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

[osg-users] Hold texture transparency with a view inside the model

2014-01-07 Thread Dario Minieri
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

Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.

2013-12-02 Thread Dario Minieri
Hi, Nice, I've seen now the mod, I'll try them as soon Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57512#57512 ___ osg-users mailing list

Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.

2013-12-02 Thread Dario Minieri
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

Re: [osg-users] Troubles with shadows migrating on 3.2.0.

2013-10-31 Thread Dario Minieri
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

[osg-users] Troubles with shadows migrating on 3.2.0.

2013-10-30 Thread Dario Minieri
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

Re: [osg-users] Troubles with shadows migrating on 3.2.0.

2013-10-30 Thread Dario Minieri
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 -- Read this topic online here:

Re: [osg-users] Troubles with shadows migrating on 3.2.0.

2013-10-30 Thread Dario Minieri
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57013#57013 ___

Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.

2013-10-02 Thread Dario Minieri
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

[osg-users] [osgOcean] Regulate the Ocean Reflection intensity.

2013-09-27 Thread Dario Minieri
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,

Re: [osg-users] Make object totally transparent, but not hide :D

2013-08-22 Thread Dario Minieri
Hi, Thanks for replies, this works with traversal mask and drawcullback override also. Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55958#55958 ___ osg-users mailing

[osg-users] Make object totally transparent, but not hide :D

2013-08-20 Thread Dario Minieri
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

Re: [osg-users] Using OSG with QTViewer plugin and dynamic scenes.

2013-07-04 Thread Dario Minieri
Hi bradenedmunds Many tanks for your reply. I'll try as soon some modification suggested and let you know. Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55131#55131 ___

[osg-users] Using OSG with QTViewer plugin and dynamic scenes.

2013-07-03 Thread Dario Minieri
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

Re: [osg-users] Viewer QT Freeze (refresh problem).

2013-06-28 Thread Dario Minieri
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

Re: [osg-users] Viewer QT Freeze (refresh problem).

2013-06-25 Thread Dario Minieri
Hi, Same problem using osg 3.0.1-rc3hummm Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54869#54869 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Viewer QT Freeze (refresh problem).

2013-06-24 Thread Dario Minieri
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

Re: [osg-users] [osgOcean] Refraction Map issue: isn't visible...

2013-06-16 Thread Dario Minieri
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

Re: [osg-users] [osgOcean] Refraction Map issue: isn't visible...

2013-06-16 Thread Dario Minieri
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54636#54636

[osg-users] [osgOcean] Refraction Map issue: isn't visible...

2013-06-14 Thread Dario Minieri
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

Re: [osg-users] [osgOcean] setLightColor and dynamic sun problems.

2013-06-14 Thread Dario Minieri
/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

[osg-users] [osgOcean] setLightColor and dynamic sun problems.

2013-06-13 Thread Dario Minieri
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

Re: [osg-users] [osgOcean] setLightColor and dynamic sun problems.

2013-06-13 Thread Dario Minieri
. 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

[osg-users] How to set attribute shaders vars into ShadowedScene.

2013-04-03 Thread Dario Minieri
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);

[osg-users] BW or grayscale vision based on camera.

2013-03-25 Thread Dario Minieri
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 -- Read this topic

Re: [osg-users] BW or grayscale vision based on camera.

2013-03-25 Thread Dario Minieri
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,

Re: [osg-users] Trouble with LightSpacePerspectiveShadowMap artifacts.

2012-08-29 Thread Dario Minieri
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

Re: [osg-users] Trouble with LightSpacePerspectiveShadowMap artifacts.

2012-08-28 Thread Dario Minieri
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

Re: [osg-users] Trouble with LightSpacePerspectiveShadowMap artifacts.

2012-08-27 Thread Dario Minieri
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 -- Read this topic

Re: [osg-users] Trouble with LightSpacePerspectiveShadowMap artifacts.

2012-08-24 Thread Dario Minieri
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

Re: [osg-users] Using shaders (vert and frag) with StandardShadowMap shaders.

2012-08-07 Thread Dario Minieri
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

Re: [osg-users] Using shaders (vert and frag) with StandardShadowMap shaders.

2012-08-05 Thread Dario Minieri
Hi, No one can give me an idea to integrate lppsm with customs shaders? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49168#49168 ___ osg-users mailing list

Re: [osg-users] Using shaders (vert and frag) with StandardShadowMap shaders.

2012-07-25 Thread Dario Minieri
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!

Re: [osg-users] [osgOcean] Problem: models are too bright, whitewashed.

2012-04-04 Thread Dario Minieri
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46789#46789

[osg-users] [osgOcean] Problem: models are too bright, whitewashed.

2012-04-03 Thread Dario Minieri
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! -- Read this topic

Re: [osg-users] [osgPlugins] FBX texture export problem.

2011-06-18 Thread Dario Minieri
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

Re: [osg-users] Methods definition problem passing 2.8.3 - 2.9.12

2011-04-01 Thread Dario Minieri
Hi, Thanks, this is usefull. Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38153#38153 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [osgPlugins] osg svn and fbx 2011.3 compile issue.

2011-03-31 Thread Dario Minieri
Hi, Thanks, sorry, my fault. I'm using a wrong library. Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38100#38100 ___ osg-users mailing list

[osg-users] Methods definition problem passing 2.8.3 - 2.9.12

2011-03-31 Thread Dario Minieri
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:

[osg-users] [osgPlugins] osg svn and fbx 2011.3 compile issue.

2011-03-30 Thread Dario Minieri
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 -- Read this topic online here:

Re: [osg-users] [osgPlugins] FBX texture export problem.

2010-10-28 Thread Dario Minieri
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

Re: [osg-users] [osgPlugins] NO Normal Map from FBX.

2010-09-30 Thread Dario Minieri
Hi, No ideas? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32211#32211 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] [osgPlugins] NO Normal Map from FBX.

2010-09-24 Thread Dario Minieri
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 --

Re: [osg-users] Textures problems in FLTK Viewer utility with LOD model and Viewer.

2010-08-25 Thread Dario Minieri
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

Re: [osg-users] Textures problems in FLTK Viewer utility with LOD model and Viewer.

2010-08-25 Thread Dario Minieri
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31050#31050

[osg-users] Textures problems in FLTK Viewer utility with LOD model and Viewer.

2010-08-24 Thread Dario Minieri
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

[osg-users] Manage DOF nodes within LOD models.

2010-08-04 Thread Dario Minieri
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

[osg-users] [osgPlugins] FBX plugin compile error in OSG 2.9.8 SVN

2010-07-27 Thread Dario Minieri
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,

Re: [osg-users] [osgPlugins] FBX Plugin convert LOD into OSG correctly?

2010-07-27 Thread Dario Minieri
Hi, With my preliminary test the answer is no... Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30322#30322 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] [osgPlugins] FBX Plugin convert LOD into OSG correctly?

2010-07-25 Thread Dario Minieri
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 -- Read this topic

Re: [osg-users] [osgPlugins] FBX texture export problem.

2010-06-10 Thread Dario Minieri
Hi, anyone has any other information about this problem? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28796#28796 ___ osg-users mailing list

Re: [osg-users] [osgPlugins] FBX texture export problem.

2010-06-01 Thread Dario Minieri
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

Re: [osg-users] [osgPlugins] FBX texture export problem.

2010-05-31 Thread Dario Minieri
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

[osg-users] [osgPlugins] FBX texture export problem.

2010-05-28 Thread Dario Minieri
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

Re: [osg-users] Highlight OSG Geode node in the viewer.

2010-05-10 Thread Dario Minieri
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

[osg-users] Highlight OSG Geode node in the viewer.

2010-05-09 Thread Dario Minieri
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

[osg-users] [osgPlugins] FBX conversion lost NULL nodes.

2010-04-28 Thread Dario Minieri
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

Re: [osg-users] [osgPlugins] FBX conversion lost NULL nodes.

2010-04-28 Thread Dario Minieri
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

Re: [osg-users] [osgPlugins] FBX conversion lost NULL nodes.

2010-04-28 Thread Dario Minieri
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:

Re: [osg-users] [osgPlugins] FBX conversion lost NULL nodes.

2010-04-28 Thread Dario Minieri
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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