Hi,
I suggest you look at PDF3D (www.pdf3d.co.uk), which is a module that allow
you to easily export your scene to a PDF file. I recently wrote a module that
also allow to dump an OSG based scene graph to a PDF file.
I am sure whether they have already published it. For more information, plea
Hi Kim,
As far as I know, there are two causes of the warning you mentioned in your
email. These include a bug in your GPU driver and the fact that geometry was
supported from OSG version 2.4
I suppose you are running a version >= 2.4. Therefore, in order to get rid of
that message, you should
Dear All,
I would like to know if it is possible to convert a 3Ds model to the X
counterpart with the osgDB library.
My first attempt is as follows:
1 - Load the model with the readNodeFile(nameofthemodel.3ds) method
2 - Create the X model file with the writeNodeFile(*node, nameostheXmodel.x)
Luaces <[EMAIL PROTECTED]> a écrit : Hi Franclin,
El Jueves 31 Julio 2008ES 14:10:13 Franclin Foping escribió:
> retrieve its Drawable objects, convert them to Geometry
As you have been told earlier, that conversion can only be done if the
Drawable pointer really points to a Geomet
Matthew W. Fuesz
Software Engineer Asc.
Lockheed Martin STS
1210 Massillon Road
Akron, OH 44315
[EMAIL PROTECTED]
-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Franclin Foping
Sent: Thursday, July 31,
Hi,
I would like to retrieve the texture and normal coordinates of a loaded model.
But not sure how to do it. My first attempt was to use a visitor to traverse
the node, retrieve its Drawable objects, convert them to Geometry and finally
extract texture coordinates but unfortunately, it doesn't
Hi Ulrich,
I don't think you get the trick, from what you said, the only thing wrong is
the ShapeDrawable.
I will post a new issue in a short while which is not different from this post
and you will see that even without using ShapeDrawable objects, the same issue
still hang around.
Just bea
u can find
out what is going on.
Regards,
Franclin.
Ulrich Hertlein <[EMAIL PROTECTED]> a écrit : Franclin Foping wrote:
> I would like to turn a Drawable object into a Geometry counterpart in
> order to retrieve its texture coordinates.
> I have tried to use both the asGe
Dear All,
I would like to turn a Drawable object into a Geometry counterpart in order to
retrieve its texture coordinates.
I have tried to use both the asGeometry method of the Drawable class and the
dynamic cast operator but both attempts ended up delivering a NULL pointer. I
am not sure if
Dear All,
Is there any algorithm in OSG to compute normals and texture coordinates of
each vertex of a loaded model?
With the osg::TriangleFunctor and osg::TriangleIndexFunctor, I can perfectly
find out all triangles making up of a given node. However, the (big) issue is
to be able to find ou
Dear all,
I would like to know how I can work out geometry information of a given loaded
model.
More specifically, I am looking for the following:
1 - The list of all vertices contained in the model.
2 - The normal at each vertex of the node
3 - The list of triangles of the model
4 - The t
as you would any other texture.
Robert.
On Wed, Jul 16, 2008 at 2:15 PM, Franclin Foping wrote:
> Dear All,
> I am just wondering if it is possible to load a 3D
> texture with the osgDB::ReadFile method?
> I would like to be able to use the Data() method
> of the Image class to retrie
Dear All,
I am just wondering if it is possible to load a 3D
texture with the osgDB::ReadFile method?
I would like to be able to use the Data() method
of the Image class to retrieve the data of the 3D
texture for each stack of the texture. Is it
possible? Or is there is any way around it?
I am
Hi Peter,
You can achieve a multitexture effect quite easily again look at my tutorials.
The problem is all about defining the geometry of objects yourself and in order
to do this you will need to rely on the geometry class.
But for shape drawable, geometry information is hidden to clients (and
Hi Peter,
I have addressed this issue in my tutorial entitled "Tutorial 7: Texturing,
multitexturing and positioning objects "
(http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/Tuto7.zip).
For your information, please note that it is not possible to apply a
multitex
Hi Zamo,
In order to sucessfully compile you need to include some header files.
Surprisingly enough, it looks like I have missed it.
I will fix it tonight and upload the working version tomorrow on the same
website.
Thanks for your patience.
Regards,
Franclin.
On Wed, Jul 2, 2008 at 3:0
Hi,
I have described referenced pointers in depth in my tutorials published on the
official wiki. Have a look at the dedicated tutorial and let me know if you are
still stuck!
Franclin.
Peter Hrenka <[EMAIL PROTECTED]> a écrit : Hi Vincent,
Vincent Bourdier schrieb:
> Hi all,
>
> I'm making s
Hi everyone,
I can now confirm that all my tutorials and source codes have been uploaded to
the official website in the appropriate section.
These tutorials are designed for Linux users but Windows beginner developers
can still use. It is very straightforward to port the source codes to Visual
27;ll merge this with SVN.
Robert.
On Thu, May 8, 2008 at 12:30 PM, Franclin Foping wrote:
> Hi everyone,
> I have upgrading my OSG installation the latest one (v 2.4). Some codes run
> but complain about the following warning:
> Warning: detected OpenGL error 'invalid valu
Hi everyone,
I have upgrading my OSG installation the latest one (v 2.4). Some codes run
but complain about the following warning:
Warning: detected OpenGL error 'invalid value' after RenderBin::draw(, )I read
a previous about the issue with Jean Sebastien Guay and the others and they
advise t
t : Franclin,
Do you mean the tutorials in the Wiki? Please feel free to update/attach the
sources in the Wiki to work with OSG 2.4.
--
Roland
-
From:[EMAIL PROTECTED][mailto:[EMAIL PROTECTED] On Behalf Of
Franclin Foping
Sent
Hi,
I am currently compiling some OSG tutorials for newbies. I think to be through
next week.
However, I would like to know how I can publish them on the official website
so that every user can use them?
Waiting for your answer.
Regards,
Franclin.
__
Hi,
As Robert mentions osg::Fog is just a wrapper for OpenGL glFog command. I am
currently writing a set of OSG tutorials included with some codes for
beginners. I have covered the osg::Fog class in my tutorials.
Right now, I have written all the source codes. I just need to finish the
wri
Hi,
I would like to achieve a multitexture effect on built-in shape drawable
objects (Box, Capsules and so forth).
My question is how to get and/or change the texture coordinates of these
objects?
Waiting for your reply.
Franclin.
__
Do You Ya
Hi,
Is it possible to change the texture coordinates of built-in shape drawable
objects (Sphere, Capsule and so forth)?
Waiting for your reply.
Franclin.
__
Do You Yahoo!?
En finir avec le spam? Yahoo! Mail vous offre la meilleure protection po
Hi,
I just want to know if OSG supports 1D or 2D evaluators with the likes of
glMap?
Any pseudo code will be appreciated.
Regards,
Franclin.
__
Do You Yahoo!?
En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible
contr
Hi Jeremy,
I guess Kim has already replied to your query. Me too, I wrote some underwater
effects in OSG. My first work focused on simulating a school of fish. I did not
make use of shaders for that.
However for advanced effects, I am afraid you will need to rely on shaders. I
have also creat
h/w are to trying to use?
-- mew
On Sat, January 12, 2008 15:01, Franclin Foping wrote:
> Hello everyone,
> I am currently working on a volume rendering program and I thought I
> could start by the build-in example osgvolume.
> However it doesn't work on Linux not sure why
Hello everyone,
I am currently working on a volume rendering program and I thought I could
start by the build-in example osgvolume.
However it doesn't work on Linux not sure why? In fact, when I run it the
program exits immediately and returns 0, meaning that it terminates properly.
Anyone can
Hello,
I would like to know how to get the stats on the geometry. In version 1.9 it
used to be with the 's' key. These stats include the number of drawables,
primitives etc.
I wish you a merry christmas.
Franclin.
-
Ne gardez plus qu'une seule a
t : El Friday 21 December 2007
17:59:36 Franclin Foping escribió:
> I don't think it is a driver issue because some applications work
> perfectly.
Are they OpenGL applications?
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http
Hi,
I have been using the built-in optimizer for age. Obviously it really make a
significant difference when using it.
However, I would like to know how it actually works, what kind of operations
it performs on the scene graph, etc.
Regards,
Franclin.
-
er issue. I have
been running various flavors of OSG
on Vista x64 for months on different hardware configurations.
On Dec 19, 2007 6:24 AM, Franclin Foping wrote:
> Hello Everybody,
> I am trying to run a simple code on Vista and it looks like I have got a
> black screen as output.
>
Hello Everybody,
I am trying to run a simple code on Vista and it looks like I have got a black
screen as output.
I have installed OSG 2 on Vista and Linux. OSG works perfectly on Linux.
However I have got some issues on Vista.
As mentioned early, I cannot run some codes, even osglogo doesn't
Hi everyone,
I am a newbie in OSG.
My scene consists of 2 objects, say A and B. To update their positions they
use a callback and a user data. A and B have the same parent. Is there a
mechanism to request the position of the other object in the callback of the
other object? For instance wit
Hi everyone,
I am a newbie in OSG.
- My first question is about shader.
I have added a vertex shader to a node but the node itself appears dark,
anyone has an idea?
I tried to correct the issue using a tip from the FAQ (Q32) :
stateSet->setMode( GL_RESCALE_NORMAL, osg::StateAttribute:
Hi ,
I have got for my scene garph. A root (Group) and 3 children nodes.
I wrote the update callback for the first children.
My question is to know how in that callback I can send or ask information to
the two other nodes?
Kind regards,
Franclin
-
Hi,
unfortunately your answer did not sort out the issue.
So here is what happens:
I create a root node with a child to render a fish (or an object). I am
using osgProducer/viewer.
When I render the scene with only one object, everything is perfect BUT when I
add a particle system or so
0.0, 50.0, 0.0),
osg::Vec3d(0.0, 0.0, 1.0),
false); // do not auto calculate home
viewer.setCameraManipulator(manipulator);
Could be the answer or maybe I just misunderstood your problem.
/Peter
On 2007-07-31 (Tue) 02:08, Franclin Foping wrote:
> Hi All
Hi All,
I have got a very simple scene graph consisting of a root node (Group), a node
object and a particle system.
I have noticed that when I add the particle system node (containing the Geode
for particle system) to the root, the other object of the scene appears shrink.
What could be the
Hi,
I am a new OSG programmer and because of the lack of documentation I found it
very hard to get everything working.
I would like to know the difference between: PositionAttitudeTransform and
MatrixTransform
Secondly, I have tried to move an object in a scene.
Basically, I created a node
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