Re: [osg-users] Support becoming less and less personal

2009-05-08 Thread Julia Guo
Hi, Robert Osfield: Sorry but this statement about old school is just plain obnoxious. Please refrain from using such bigoted none-sense on either the list or forum. You might find it offensive but its reality - people of younger generation grew up with forums and not mailing lists.

Re: [osg-users] animating textures

2009-04-20 Thread Julia Guo
hi, I added them just as convenience for quickly visualizing the shape primitives, without any intention of it being widely used. thats interesting to know. OK I will try to stay away from them until they are refactored. I found that like with lights there is an OpenGL limit on the

Re: [osg-users] animating textures

2009-04-08 Thread Julia Guo
hi Robert, so if all textures are disabled initially is there any difference between textures 0 and 1? Because the exact same code works for texture 0 but not texture 1. I saw in the archives a snippet (http://groups.google.com/group/osg-users/browse_thread/thread/616a24590cce9c3) where the

Re: [osg-users] animating textures

2009-04-08 Thread Julia Guo
Is your drawable a ShapeDrawable? Then you're pretty much out of luck, because these only set texture coordinates on unit 0 and don't give you access to their internals. thanks Skylark! - that would explain the different results Im getting for unit 0 and 1 with a ShapeDrawable. Ive now

[osg-users] Desirable OpenGL knowledge

2009-04-08 Thread Julia Guo
hi all, Ive had a few struggles with OSG recently (lighting, textures, transparency, ...) due in part to my lack of understanding about the OpenGL base. I have a few days over Easter I want to devote to getting on top of OpenGL, with the specific aim of debugging this effect

Re: [osg-users] animating textures

2009-04-07 Thread Julia Guo
Hi, thanks very much for the advices. I now have a basic MultitextureControl example working that fades a single texture. However I cant seem to activate texture unit 1. The following example only shows the texture if I set unit to 0: Code: addDrawable(new osg::ShapeDrawable(new

Re: [osg-users] animating textures

2009-04-06 Thread Julia Guo
ah - I should have been more specific with what I meant by animation. I want to fade between two textures so that the previous texture slowly gets weaker while the new texture slowly gets stronger. Can shaders manipulate the texture opacity? (I expect so.) And do you think this is a better

Re: [osg-users] osgmultitexturecontrol example data base?

2009-04-05 Thread Julia Guo
hi, Im also trying to run the example. Is the example data ready? Julia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9762#9762 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] animating textures

2009-04-05 Thread Julia Guo
Hi, I am trying to animate a transition between textures on a surface. I had a look in osgAnimation (http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01556.html) but that namespace seems to be just related to geometry. I found osgFX::MultiTextureControl

Re: [osg-users] Disabling node

2009-03-30 Thread Julia Guo
I know that usually my suggestions for your problems doesn't work Your advice was definitely helpful! :) I followed your first suggested solution and now I can switch between manipulators on the fly - thanks! With blurring Im not sure, the model edges seem to be more anti aliased but the

[osg-users] Disabling node

2009-03-29 Thread Julia Guo
Hi, how can I disable a node so that it is not rendered but it's children are still rendered? I had a look at setting the node mask but that effects children too. My specific problem is I am using an osgManipulator dragger and want to be able to toggle on/off its geometry but maintain its

Re: [osg-users] bluring model edges

2009-03-26 Thread Julia Guo
oh really so it is meant to just effect the edges? That is great to know that this functionality is supported. I wonder why it causes the skeleton of the model to show through (see attached screenshot for what Im talking about) I am not very familiar with the OpenGL state settings - do you

[osg-users] manipulator design advice

2009-03-26 Thread Julia Guo
Hi, I am using the osgManipulator draggers to move objects around my scene. I intend that when the R key is pressed a rotation dragger is used and when the T key is pressed a translation dragger is used. And if any other key is pressed then no draggers are used. The manipulator example

Re: [osg-users] manipulator design advice

2009-03-26 Thread Julia Guo
instead of inserting and removing the draggers would a better solution be to use the dragger node masks to select which is visible? Then I could have dragger 1 at root, dragger N a child of dragger N-1, and then the model a child of dragger N. Would you recommended this solution? A followon

Re: [osg-users] importing shaders

2009-03-26 Thread Julia Guo
hi, That is encouraging to know OSG supports shaders natively (now I saw the shader examples). I have got the 3DS exporter working now. Out of 133 examples I can only find 6 that use CompositeViewer at all Just 6/133 - I take that criticism back then! Many of the examples I looked at

Re: [osg-users] bluring model edges

2009-03-24 Thread Julia Guo
hi Guy, I tried this code and didn't notice any blurring, although for some reason the skeleton in my models became exposed (the same effect as the osgscribe example). If I understand right this example is meant to blur the entire model - is that right? Because I just want to blur the model

[osg-users] bluring model edges

2009-03-23 Thread Julia Guo
Hi, Is it possible to blur the edges of a model in OSG with whatever is behind? Currently the edges of the models in my scene are too sharp and would look better if there was a translucent overlap at the edges. Is this possible to achieve in OSG, or is this kind of functionality more relevant

[osg-users] importing shaders

2009-03-09 Thread Julia Guo
I have a model made in 3DS with textures and shaders and I would like to use it within OSG. When I try displaying it with osgviewer.exe the textures are rendered but not the shaders. I know shaders are algorithms, so perhaps they are not exported with the model. Or 3DS may be using a DirectX