Re: [osg-users] The models I load in OSG look blue

2009-06-30 Thread Vladimir Shabanov
2009/6/28 Miguel Angel malf...@hotmail.com: Hi, The 3D models i use (using OsgCal3D) looks blue (sometimes yellow) when the view is far away from them, but if i get really close to them, they look as they are supposed to look, indeed they look okey in the osgViewer. I coded my own Camera

Re: [osg-users] osgCal2 releaseGLObjects question

2009-03-16 Thread Vladimir Shabanov
2009/3/10 Laurent Di Cesare laurent.dices...@masagroup.net: Hello, I wonder if there's still support for osgCal2. Not much support since I don't use osgCal for some time. I don't read osg-users currently (only sometimes search for osgCal questions). If you have some questions it's better to CC

Re: [osg-users] animated 3d model loading

2008-07-10 Thread Vladimir Shabanov
2008/7/9 Mark Henderson [EMAIL PROTECTED]: Is there a better place to get osgCAL then http://osgcal.sourceforge.net/? The site there hasn't been touched since May 2007, I'm hoping there's a more recent version. I didn't updated the site for a while but osgCal is still alive. There are no

Re: [osg-users] osgCal or osgCal2?

2007-12-21 Thread Vladimir Shabanov
2007/12/21, David Guthrie [EMAIL PROTECTED]: dtAnim in delta3d isn't tied too heavily into delta3d. We have software and hardware skinning submesh code. It's probably not an exact fit to just use with osg, but it has a lot better rendering support than osgCal2. What do you mean by a lot

Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-11 Thread Vladimir Shabanov
that is incredibly more sophisticated which was created by the people at Underware, but the license wouldn't not allow for wholesale inclusion into OSG. Vladimir Shabanov recently made some changes to osgCal2, and I believe he and Ruben coordinated so that his changes were committed upstream

Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-11 Thread Vladimir Shabanov
2007/12/11, Jeremy Moles [EMAIL PROTECTED]: How big is Cal3D? I ask in terms how much effort would it be required to reimplement the unique parts not found in the core OSG? It's hard to say--there's a lot of code in Cal3D supporting the mesh format, XML loading, matrices, vectors,

Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-11 Thread Vladimir Shabanov
2007/12/9, Jan Ciger [EMAIL PROTECTED]: I am not sure what are you referring to when speaking about keyframe animation, though. Do you mean 3D morphing of meshes? I would keep that separate, it is a completely different beast with different problems than skeletal animation. Animation of an

Re: [osg-users] 2D Scrolled Window Implementation

2007-11-12 Thread Vladimir Shabanov
2007/11/12, Jeremy L. Moles [EMAIL PROTECTED]: Some of you may remember a few months back I started working on a project I'm calling osgHUD which aims to solve the issue of doing simple-to-moderately-complex 2D UI's in OSG without subbing work out to external libraries. I haven't had much

Re: [osg-users] 2D Scrolled Window Implementation

2007-11-12 Thread Vladimir Shabanov
2007/11/12, Jeremy L. Moles [EMAIL PROTECTED]: On Mon, 2007-11-12 at 19:41 +, Robert Osfield wrote: Hi Jeremy, I wouldn't worry about users defined clip planes, or special texture matrix set up. I suggest getting to grips with plain OpenGL modelview and projection matrices and how