Hi Robert,
Thank you for your answer!
I have the same problem when viewing a simple model in osgviewer. I've included
screenshots of the stats with and without the noStripPolygons option. The
vertex count is 3241 with no options and 18960 with the option.
I use this model:
graphics.stanford.e
Hi Kari,
Without testing the data or similar first hand is not possible to give you
a definitive answer to what is going on.
Could you post a link to your data or other data that exhibits similar
behaviour?
As a general comment, it sounds like the scene graph is not well balanced,
it might be th
Hi,
Converting an obj file to ive with osgconv gives me unexpected results with the
option noTriStripPolygons in the OSG-3.4.1 release. The osgviewer stats tell me
that the created model has more than four times as many vertices than the
original obj file and only triangle fan primitives. One d
Hi developers,
I am very new to the openscenegraph programming and needed to use osg for some
development. The current task is fairly simple as mentioned in the Subject. But
I encounter a problem which is after the conversion, the osganimationviewer
cannot play the converted animation. The view
Hi,
I am in the process of upgrading to osgb files. When I call osgconv with any of
the texture compression flags it writes dds files and changes the internal file
name accordingly. Is there a reason for this? From a quick look I only found a
hardcoded check against "ive" in the osgconv source.
Hi Sebastian,
I used WriteOut option to store textures outside the file, ive still seems to
be the smallest.
Code:
./osgconv young.fbx young.osgb -O WriteImageHint=WriteOut
But I donot know how to make it work or it just cannot save the skeleton
animation correctly :(
SMesserschmidt wrote
Whoops, so far I've assumed .ive was the official OSG binary format. I
guess I just learned that osgb not the same as .ive
2014-11-12 11:47 GMT+01:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:
> Hi Liu,
>
> As far as I know the .ive format is deprecated. OSGB/OSGX/OSGT should be
Hi Liu,
As far as I know the .ive format is deprecated. OSGB/OSGX/OSGT should be
used instead.
Regarding the size: Some formats can store the textures inside the file.
I don't know the options out of my head, but you can change the behaviour.
Cheers
Sebastian
Hi,
I tried osgConv to convert
Hi,
I tried osgConv to convert fbx file to ive format. All convertion processed
were succeed, but when I use osganimationviewer to review ive file, it shows
only a still model and unable play the animation.
While osg and osgb formats all convert and show animation without any problems.
I dono
On 20 March 2014 09:45, Ekaterina Fokina wrote:
> The problem was in env variable OSG_NOTIFY_LEVEL. Just set it to
>
> OSG_NOTIFY_LEVEL=NOTICE
>
> and everything was correct after.
>
>
This is the default value for the OSG... so somewhere you must have been
disabling it, or previously built the O
The problem was in env variable OSG_NOTIFY_LEVEL. Just set it to
OSG_NOTIFY_LEVEL=NOTICE
and everything was correct after.
Thank you, Torben!
Cheers,
Ekaterina
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Alberto, right now I have osgversion 3.2.1. I installed it already in a
different computer, but it is still the same...
Thank you!
Cheers,
Ekaterina
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emmanuel séguin writes:
> Thanx.
>
> As I was saying I'm very new to OpenSceneGraph ;) Is the CityGml
> plugin for osg this one : https://code.google.com/p/libcitygml/ ?
> If I understand you correctly this code should compile to a
> libosgdb_xxx capable of reading the CityGml file format inside o
Thanx.
As I was saying I'm very new to OpenSceneGraph ;) Is the CityGml plugin for
osg this one : https://code.google.com/p/libcitygml/ ?
If I understand you correctly this code should compile to a libosgdb_xxx
capable of reading the CityGml file format inside osg tools. Is that it ?
Cheers
2
emmanuel séguin writes:
> Hi,
>
> I'm new to openscenegraph. I'm currently trying to transform some
> CityGml models to Collada. I've noticed the osgconv tool and I've
> tried to use it to transform my CigyGml models ... apparently CityGml
> is not supported by default.
>
> Could you advise me on
Hi,
I'm new to openscenegraph. I'm currently trying to transform some CityGml
models to Collada. I've noticed the osgconv tool and I've tried to use it
to transform my CigyGml models ... apparently CityGml is not supported by
default.
Could you advise me on how to do this transformation in OpenSc
"Ekaterina Fokina" writes:
> Yes, exactly nothing. Attached there is an image.
Can you donwload/compile a different version of OSG? That one seems to
be completely broken.
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Yes, exactly nothing. Attached there is an image.
Cheers,
Ekaterina
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Laurens,
before OSG_NOTIFY_LEVEL=WARN
And now I have changed it to NOTICE, then restarted computer and tried it
again...but it is the same, nothing happens.
Cheers,
Ekaterina
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Hi Ekaterina,
how is your OSG_NOTIFY_LEVEL set?
Notify levels FATAL and WARN suppress even the help output, witch might
explain the lack of response you see.
try (for windows)
set OSG_NOTIFY_LEVEL=NOTICE
osgconv -h
or for unix bash shell this should be
export OSG_NOTIFY_LEVEL=NOTIC
"Ekaterina" writes:
> Hi osgusers!
>
> i am trying to convert files using osgconv, but it seems that osgconv
> doesn´t wotk properly. When I open cmd window, type oscconv --help,
> according to documentation, I should see explonation about
> osgconv. But I get nothing...press enter and then nothin
Hi osgusers!
i am trying to convert files using osgconv, but it seems that osgconv doesn´t
wotk properly. When I open cmd window, type oscconv --help, according to
documentation, I should see explonation about osgconv. But I get
nothing...press enter and then nothing happens. Does anybody have
Hi Nick,
On 9 March 2013 00:17, Trajce Nikolov NICK
wrote:
> what has happened to osgconv? I remember it was working in the older
> versions well. Now it says something like rgb plugin can not export
> compressed images.
What is at fault is your memory, .rgb has never supported compressed
images
hi community,
what has happened to osgconv? I remember it was working in the older
versions well. Now it says something like rgb plugin can not export
compressed images. osgconv was the way how to optimize openflight with huge
rgb textures into something like osg with dxt. Any hints?
Thanks
Nick
Hi,
I'm looking for an option in the tool osgconv that let's me set the alpha value
of points in my file, because whenever i'm converting from a .ply file (in
which there are points without any alpha value) to a .osg file, every point in
my file gets assigned alpha value = 0, which makes it bas
Hi,
It looks like the MATERIAL fields are not being added to the ac file is the
first problem. I have downloaded the viewer program from the Inivis resources
site http://www.inivis.com/ac3d/download/AC3Dloader113.zip and it shows the
test object in the zip file as black object.
In my trawler c
Hi,
I am new to OpenSceneGraph and am creating my own .osg files that I then want
to convert to .ive files for use in our application. My .osg file will
basically be a list of ProxyNodes to other .ive files. These .ive files can be
at different locations. When I convert my working .osg file to
Hi,
I am new to OpenSceneGraph and am creating my own .osg files that I then want
to convert to .ive files for use in our application. My .osg file will
basically be a list of ProxyNodes to other .ive files. These .ive files can be
at different locations. When I convert my working .osg file to
Hi, Martin,
the FBX plugin requires the FBX SDK:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Plugins<%20http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Plugins>
Regards
2012/1/25 Martin Haffner
> Hi,
>
> I wanted to convert a .fbx file to an .osgb,
Hi,
I wanted to convert a .fbx file to an .osgb, but unfortunately I always get an
error:
Warning: Could not find plugin to read objects from file
"Per3D05MaleAnimatedTx3.fbx".
Error no data loaded.
I check my osgPlugins-3.1.0 folder and it does not contain any osgdb_fbx.so
file.
Are there any
Hi Blake,
The way to manage datasets with large offsets is to decorate the scene
with a MatrixTransform that translates a subgraph with a local origin
to it's final position in world space. The subgraph you'll need to
transform by the inverse of the MatrixTransform's value to make sure
it uses th
I have a .dae file with a model whose vertices are in UTM coordinates.
Given the large values of these coordinates a simple conversion will
result in a lot of z-fighting issues when I view in OSG viewer.
I have tried to translate out this large offset with the -t option and
the new "--use-worl
Repro step:
Download and unzip this model (in fact any model with non power of 2
textures will do)
http://sketchup.google.com/3dwarehouse/download?mid=59cc35a574aca8e4a516a23b781f0fac&rtyp=zs&fn=Hofgarten_Dianatempel&ctyp=other&prevstart=0&ts=1220656167000
using OSG 3.0.1 (on Windows, in the mod
Hi Christian,
On Mon, Sep 26, 2011 at 9:47 AM, Christian Buchner
wrote:
>> OpenGL is used to do the compression. If the textures are resized and
>> compressed they won't have the original image size. Perhaps you are
>> seeing a bug, perhaps you are mis-interpreting things. From your
>> posts I
> OpenGL is used to do the compression. If the textures are resized and
> compressed they won't have the original image size. Perhaps you are
> seeing a bug, perhaps you are mis-interpreting things. From your
> posts I can't work out exactly what is happening.
The issue seems to be that the osg
Hi Christian,
On Mon, Sep 26, 2011 at 9:10 AM, Christian Buchner
wrote:
> I was just puzzled because the documentation to osgconv states (if the
> compressed switch is used) that the image data gets converted to a
> texture, then read back and saved. This would usually imply that also
> the the t
>> Might I suggest that a more general approach to this be implemented in
>> osgconv?
>
> osgconv is a convenience tool that covers a few of the types of pre
> processing that you might want to apply to database. It's not meant
> to be an all encompassing tool for all types of pre processing on a
Hi Christian,
On Fri, Sep 23, 2011 at 11:00 PM, Christian Buchner
wrote:
> This resizes the images to power of 2, up to OSG_MAX_TEXTURE_SIZE on
> each 2D dimension. Because it only works in conjunction with the
> --compressed switch, it is not a generic solution and it does not
> currently deal w
Sorry, I seem to have a tradition of answering to my own questions I
inserted this piece of code into the osgconv.cpp
CompressTextureVisitor
after the line beginning with osg::ref_ptr image = ...
This resizes the images to power of 2, up to OSG_MAX_TEXTURE_SIZE on
each 2D dimension. Because it onl
Hi everyone,
osgconv seems to be (almost) the holy grail I was looking for: It can
simplify models and apply compression to textures. But it does not
appear to accept a maximum texture size. On Windows, I am trying the
following (where I use a building model made in Google Sketchup)
SET OSG_MAX_T
Hi Martin,
On 18/05/11 17:53 , Martin Haffner wrote:
> I used osgconv and osgviewer for a long time, but suddenly it stopped
> working. This is
> the output when I try to use osgconv:
>
>> osgconv part0001_002.flt foo.osrg Warning: dynamic library
>> '/usr/local/lib/osgPlugins-2.9.5/osgdb_openfl
Hi, Martin
You can use two profiles with different sets of env variables, one for 32bit
and another for 64bit, so you would not have both lib dirs in LD_LIBRARY_PATH.
Cheers, Sergey.
18.05.2011, 12:12, "Martin Haffner" :
> Hi Robert,
>
> Thanks for your fast reply! Yes, I guess that would solve
Hi Robert,
Thanks for your fast reply! Yes, I guess that would solve the problem.
Unfortunately I need the 32 Bit Version of OSG, because I have a program that
needs to be compiled into a 32 Bit Executable (because it depends on some libs
that are only available in 32 Bit). I compile this progr
Hi Martin,
I'd suggest just uninstalling the 32bit version of the OSG.
Robert.
On Wed, May 18, 2011 at 8:53 AM, Martin Haffner wrote:
> Hi,
>
> I used osgconv and osgviewer for a long time, but suddenly it stopped
> working. This is the output when I try to use osgconv:
>
>> osgconv part0001_0
Hi,
I used osgconv and osgviewer for a long time, but suddenly it stopped working.
This is the output when I try to use osgconv:
> osgconv part0001_002.flt foo.osrg
> Warning: dynamic library
> '/usr/local/lib/osgPlugins-2.9.5/osgdb_openflight.so' exists, but an error
> occurred while trying t
"Petr Srom" writes:
> Hi,
> I have problem convert .flt to .ive
>
> console debug output:
> USING: c:\Program
> Files\OpenSceneGraph-2.8.3\bin\osgPlugins-2.8.2\osgdb_ive.dll
> dynmaic library failed loading: osgPlugins-2.8.2\osgdb_ive.dll
>
> cmd osgoconv --plugins
> find all .dlls in c:\Program
Hi,
I have problem convert .flt to .ive
console debug output:
USING: c:\Program Files\OpenSceneGraph-2.8.3\bin\osgPlugins-2.8.2\osgdb_ive.dll
dynmaic library failed loading: osgPlugins-2.8.2\osgdb_ive.dll
cmd osgoconv --plugins
find all .dlls in c:\Program Files\OpenSceneGraph-2.8.3\bin\osgPlugi
Hi,
Here's how I can reproduce the segfault.
Move everything but the f16dj.osg file from the folder, drop the other contents
a few folders out, say up one directory, and in a new folder called
f16dj_backup. Next, change directory in to the folder with f16dj.osg (and only
f16dj.osg, no other fi
Hi Peter,
Thanks for posting the model. I don't personally know anything about
the the ac format, and am not the author of the plugin so hopefully
others a bit more knowledgeable about this specific plugin will be
able to dive in.
I have tried a couple of different combinations of usage of osgco
Hi Robert and Peter,
For your information, I test with the model, too, and get the same
result as Robert does. The model is loaded incorrectly, but not crash.
The ac format even fails to convert and read a simple sykdome.osg
(with a texture), but it successes with cessna.osg (without texture).
May
robertosfield wrote:
> Hi Peter,
>
> On Tue, Nov 9, 2010 at 2:48 AM, Peter Bear <> wrote:
>
> > I found what was causing it actually. For some reason, if the textures
> > referenced by the model are not in the same folder as the OSG file you are
> > converting, it segfaults. Once I figured tha
Hi Peter,
On Tue, Nov 9, 2010 at 2:48 AM, Peter Bear wrote:
> I found what was causing it actually. For some reason, if the textures
> referenced by the model are not in the same folder as the OSG file you are
> converting, it segfaults. Once I figured that out however, and got it to stop
> se
robertosfield wrote:
> Hi Peter,
>
> There really isn't anything we can comment on without an example file
> that reproduces the problem. Without a problem test model the next
> best thing would be a stack trace of the crash.
>
> Thanks,
> Robert.
>
> On Sat, Nov 6, 2010 at 5:30 PM, Peter Bear
Hi Peter,
There really isn't anything we can comment on without an example file
that reproduces the problem. Without a problem test model the next
best thing would be a stack trace of the crash.
Thanks,
Robert.
On Sat, Nov 6, 2010 at 5:30 PM, Peter Bear wrote:
> Hi, I have been trying to conve
Hi, I have been trying to convert some files over to AC3D format using osgconv
from the .osg file format. In the process, I have found that both the latest
trunk, and 2.8.3 both segfault when trying to convert to AC3D. I have confirmed
this with both Linux and Windows, and it appears to be somet
Hi,
For some reason, 3ds Max is not able to parse the DAE file generated by OSGConv
from a .osg file. Does anyone know how to fix this. I am using the SVN trunk of
OSG with 3ds Max 2011 64 bit and the latest FBX plugin.
Thank you!
Cheers,
Peter
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It finally converted, but when trying to load it in to 3ds Max I get:
While reading or writing a file the following notifications have been raised.
-ERROR: Unable to parse xml/dae file
Cheers,
Peter
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Hi Peter,
On Wed, Jun 16, 2010 at 12:31 PM, Peter Bear wrote:
> It's looking in plugin folder 2.9.7 instead of 2.9.8 for some reason.
The OSG will look for the plugin directory associated with the version
of the OSG that was built. So perhaps you have linked your
application against an 2.9.7 bu
It's looking in plugin folder 2.9.7 instead of 2.9.8 for some reason.
Cheers,
Peter
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Hi Peter,
You should place plugins in the osgPlugins-version directory along
with the rest of the plugins, this plugin should actually be placed in
there automatically anyway so it's a bit odd that you needed to place
it any manually.
To get a bit more info about what might be going wrong up the
Hi, when I try to load convert a file from .osg format to .dae format using
osgconv, it returns the error: "could not find the plugin to write nodes to
file "insertfilehere.dae"" I have already added the plugins bin folder and the
osg bin folder to the path, and have no idea why it isn't working
Ha, thanks for that, I guess that was a pretty vague question. Anyway, I solved
my problem by using osgconv to convert to .flt instead of .obj and now the mesh
looks great in blender.
Thanks,
Gareth
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Hi Gareth,
On 8/06/10 11:59 , Gareth Ferneyhough wrote:
> One other thing: I can now see the model and textures in blender, but the
> mesh has some
> artifacts in it that I dont see in osgviewer. Any ideas?
Yes, I indeed have *some* ideas what causes *some* artifacts. No idea if they
are the
s
Thanks, I figured that first I had to convert to .osg with the
OutputTextureFiles option and then to .obj.
One other thing: I can now see the model and textures in blender, but the mesh
has some artifacts in it that I dont see in osgviewer. Any ideas?
Thanks,
Gareth
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Hi Gareth,
On 7/06/10 12:14 , Gareth Ferneyhough wrote:
> I would really appreciate it if someone could point me in the right
> direction. The
> model I am working with displays fine in osgviewer. I am trying to convert
> from .ive to
> .obj. I tried this:
>
> osgconv -O OutputTextureFiles DDG5
Hi,
I would really appreciate it if someone could point me in the right direction.
The model I am working with displays fine in osgviewer. I am trying to convert
from .ive to .obj. I tried this:
osgconv -O OutputTextureFiles DDG51.ive DDG51.obj
but the .mtl file generated points to a bunch of
Hi Chris,
Chris 'Xenon' Hanson wrote:
Aside: The real work I've been doing is making osgconv recursive on VPB-type
databases
so that the scripting silliness of this procedure:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/CompressExisting
is no longer needed.
Good news,
Hi Chris,
The ImageLayer is part of osgTerrain, and just wraps up an osg::Image
with geospatial coords to place it in the correct place on the
terrain. At runtime osgTerrain actually creates an osg::Texture2D for
each ImageLayer, but this is not something that is saved to disk, as
the ImageLayer
Jean-Sébastien Guay wrote:
> I remember converting VPB databases from .ive to .osg to debug problems
> I was having or inspect the scene graph structure in the past, but I
> probably never output the textures while converting. I'll generally
> avoid loading a VPB database in .osg format because it
Hi Chris,
So, apparently no one has ever tried using the OutputTextureFiles on
OSGDEM/VPB terrain
databases or they'd have noticed it was unimplemented. ;)
I remember converting VPB databases from .ive to .osg to debug problems
I was having or inspect the scene graph structure in the past,
Paul Martz wrote:
> So it looks like if you "osgconv -O OutputTextureFiles in.ive out.osg"
> that should do the trick.
Thanks for that tip. "It would have worked too, if it weren't for you
meddling kids!"
Oh, sorry, wrong script.
I beat my forehead a bit on this because it wasn't working, an
Hi Chris -- New feature for osgconv you should be aware of is the
ability to write out plugin options:
>osgconv --format osg
Plugin osgPlugins-2.8.2/osgdb_osg.dll
{
ReaderWriter : OSG Reader/Writer
{
extensions : .osg OpenSceneGraph Ascii file format
exte
I was just converting a VPB terrain scenegraph from IVE to OSG format, and I
notice that
it didn't generate new .DDS texture files. Is there an option I'm missing to do
this?
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
PixelSense Landsat processing now ava
Travis Friedrich wrote on Thursday, September 10, 2009 11:31 AM:
> Where can I find a list of all the current supported writable formats?
Use 'osgconv --formats' and look for writeNode or writeObject in the
features list.
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Hi,
Where can I find a list of all the current supported writable formats?
Thank you!
Cheers,
Travis
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Travis Friedrich wrote:
Hellos, I am having some trouble with osgconv. This is my first time doing
anything with OSG. I am trying to use it to convert some .flts, with the
textures, into something 3D Studo Max can read and then edit.
Below is some of what I have been trying.
C:\OpenSceneGr
Hi Travis? Friedrich? Could you sign with the name you wish to be addressed
as (i.e. your first name) so that we know how to address you, thanks.
On Thu, Sep 10, 2009 at 4:38 PM, Travis Friedrich wrote:
> Hellos, I am having some trouble with osgconv. This is my first time
doing anything with
>
Hellos, I am having some trouble with osgconv. This is my first time doing
anything with OSG. I am trying to use it to convert some .flts, with the
textures, into something 3D Studo Max can read and then edit.
Below is some of what I have been trying.
C:\OpenSceneGraph-2.8.2\bin>osgconv V22\
Hi,
Chris 'Xenon' Hanson wrote:
I ended up using Windows PowerShell to script a find/xargs foreach solution.
I do think perhaps osgconv might benefit from a recursive convert option. has
anyone
else run into trouble simply converting a VPB database between .osg and .ive or
back, as a
resu
I ended up using Windows PowerShell to script a find/xargs foreach solution.
I do think perhaps osgconv might benefit from a recursive convert option. has
anyone
else run into trouble simply converting a VPB database between .osg and .ive or
back, as a
result of this limitation?
Secondly,
Hi,
Chris 'Xenon' Hanson wrote:
I just recently had to try to use OSGconv on a large databse built by VPB
with hundreds
of individual .osg files. I was trying to convert it to .osg (with some
transformation in
the middle). However, invoking it as
osgconv mysceensource.osg myscenedest.osg
I just recently had to try to use OSGconv on a large databse built by VPB
with hundreds
of individual .osg files. I was trying to convert it to .osg (with some
transformation in
the middle). However, invoking it as
osgconv mysceensource.osg myscenedest.osg
ONLY converts the top-level .osg f
f Eric
Sokolowsky
Sent: Tuesday, March 24, 2009 1:05 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Osgconv --formats broke on Mac OSX
My plugins all have the .so extension. The main libraries all have .dylib.
Someday we'll get Frameworks working properly but that day is not today.
The on
--
> *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Eric Sokolowsky
> *Sent:* Tuesday, March 24, 2009 11:42 AM
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] Osgconv --formats broke on
raph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Eric
Sokolowsky
Sent: Tuesday, March 24, 2009 11:42 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Osgconv --formats broke on Mac OSX
It works for me (latest svn). Did you "install" the OSG library? If you did
n
It works for me (latest svn). Did you "install" the OSG library? If you did
not, there is no way to get to the plugins, because Xcode inserts a "Debug"
or "Release" intermediate directory. This assumes you use the Xcode
generator for OSX. If you are using the Makefiles generator, or the old
pre-gen
Is anyone else encountering this? "osgconv --formats" immediately returns to
the shell prompt. With OSG_NOTIFY_LEVEL set to DEBUG_INFO I see that it
finds the plugin directory, then pretty much just exits, as if there are no
plugins there.
Oddly, "osgconv --format flt" (and other extensions) work
I noticed a possible issue as well. I used osgconv to convert a FLT
terrain to obj. osgviewer reads it in and renders it fine, but some
modeling tools I use won't read it and report an error reading the file.
Unfortunately, that is all that is reported: an error. Nothing more
specific than "an
I am trying to build a terrain from a S-57 electronic navagation chart. I use
the following command
osgconv -e ogr x.000 x.ive
It does work, however, the X and Y coordinates are latitude and longitude. I
want to convert latitude/longitude to cartesian coordinates, because I'd like
to
I figured it out: for IVE sources there's an option:
"noLoadExternalReferenceFiles". Don't know about other sources though; I
guess it varies by file type.
Glenn
On Thu, Jul 17, 2008 at 10:45 AM, Glenn Waldron <[EMAIL PROTECTED]> wrote:
> Hi all,
> I have an .ive file with ProxyNodes in it. When
Hi all,
I have an .ive file with ProxyNodes in it. When I run osgconv to convert it
to another format (in my case .osg), it loads and inlines all the ProxyNode
references. Is there a way to disable this behavior?
Thanks! Glenn
--
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.7
HI,
Have you installed the COLLADA DOM, and built the appropriate OSG plugin?
Robert.
On Sun, Mar 16, 2008 at 12:46 AM, skunkwerk <[EMAIL PROTECTED]> wrote:
> i'm new to openscenegraph. i tried to use osgconv to open/save a collada
> file, but couldn't find the correct osgdb for .dae files to a
i'm new to openscenegraph. i tried to use osgconv to open/save a collada
file, but couldn't find the correct osgdb for .dae files to allow it to
work. any suggestions?
is all i have to do to generate a texture atlas for the file, to do this
from my command line:
export OSG_OPTIMIZER="DEFAULT TEX
On Wed, Jan 30, 2008 at 3:31 PM, Paul Martz <[EMAIL PROTECTED]> wrote:
> > That was not even in the doc. Now that you mentioned it i
> > found it in the osgPlugins -> ive -> DataOutputStream.cpp.
> > You saved lot of my time :)
>
> I've lost sleep trying to figure out a way to efficiently genera
> That was not even in the doc. Now that you mentioned it i
> found it in the osgPlugins -> ive -> DataOutputStream.cpp.
> You saved lot of my time :)
I've lost sleep trying to figure out a way to efficiently generate
documentation for the plugins. :-)
Plugins and their Options are one of the mo
That was not even in the doc. Now that you mentioned it i found it in
the osgPlugins -> ive -> DataOutputStream.cpp.
You saved lot of my time :)
Tnx a lot
Anthousis Andreadis
ps. Maybe this should be mentioned in the doc files. Just a suggestion
for the next doc releases.
_
Hi
The flag is an option for the reader / writer :
osgconv -O "noTexturesInIVEFile" source.xxx target.ive
Rémy
Anthousis Andreadis a écrit :
> Hello,
>
> I was wondering if i could store a file to ive format but without
> internal textures. osgconv is by default using internal textures and
> i
Hello,
I was wondering if i could store a file to ive format but without
internal textures. osgconv is by default using internal textures and
i have found no flag to change that. I also looked at the source of
osgconv and i can't say i found the solution. If anyone knows how to do
it please sh
Hi,
you could prob use some python scripts. Thy work nicely cross-platform too.
Here's a teaser, google for some of the modules/functions.
cheers
jp
#!/usr/bin/env python
import glob, os, sys
file_pattern = '*.3ds'
search_pattern = '.oldname.'
replace_pattern = '.newname.'
if __name__ == "__
Hi Paul,
On Jan 16, 2008 4:26 AM, Paul Pocock <[EMAIL PROTECTED]> wrote:
> I have a number of objects I would like to convert to .ive and was
> wondering if there is a way to do batch processing with osgconv?
osgconv doesn't have support for batch processing. But... unix
scripts are very good at
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