VC6.0 and V.7x or VC8.0,
> while some people have managed to get away with they are
> very very lucky..
>
> Our experience and advice is simple DO NOT mix, build ALL
> you DLL's, Libs, EXE's in the same compiler [...]
> -Original Message-
> From: Ben
I'd like to provide a single set of pre-compiled libraries (including OSG)
for people who are going to link their projects with them. These people
might be using VC7.1 or VC8 (aka. "Microsoft Visual C++ Studio .NET 2005
[Standard/Professional/Express] Edition 8.0")
In most cases, working with VC
Hi folks,
I am trying to improve my OSG-based applications to support international
filenames. This means more than just Western Europe, which mean Unicode.
I've found that it is not difficult to do within the application, with only
a few precautions to remain portable. However, i run into a ma
to not rotate
the scene by passing in "noRotation" i.e. osgviewer mymodel.obj -O
noRotationRobert.On 8/17/06, Ben Discoe <[EMAIL PROTECTED]>
wrote:> [..] Furthermore,
there is> the classic axis problem: Blender has Z up, it writes an OBJ
with Z up, OSG > is Z
Thanks Zach.
I have updated the Wiki at
http://www.openscenegraph.org/osgwiki/pmwiki.php/UserGuides/ReaderWriter
If anyone knows how to describe any of the other secret ReaderWriter
options, please come forth and add them to the documentation!
Thanks,
Ben
> -Original Message-
> From: Za
When i try using osgconv like this:
osgconv foo.osg foo.ive
I get a file which is 15x larger. I assume this is because osgconv is
embedding the textures inside the ive by default. (In fact, there are only
two small textures involved, so the .ive must be embedding multiple copies
of the
jects have the same texture applied to all faces.
>
> Hmmm, I could probably explain that better if I had time, but
> I think you know what I am referring to :-)
>
> Roger
>
> > -Original Message-
> > From: Ben Discoe
> > Sent: 24 August 2006 10:36
> >
Original Message-
> From: Rubén López
> Sent: Wednesday, August 23, 2006 10:59 AM
> To: osg users
>
> Hi,
>
> I've just uploaded a new version of the blender exporter with
> lots of enhancements by Ben Discoe, Alessandro Pirovano and
> Vincent Vivanloc.
>
>
Hi Jan,
> -Original Message-
> From: Jan Ciger
> Sent: Tuesday, August 22, 2006 10:19 AM
>
> > the common case is that an artist does want/need to set
> > ambient-diffuse-specular.
>
> Diffuse/specular - that's for sure, Blender supports that
> quite well too. But ambient light? I someh
Hi Jan,
I am glad you like many of the improvements i made to osgexport. Allow me
to reassure you that you'll like the rest of them as well:
> -Original Message-
> From: Jan Ciger
> Sent: Tuesday, August 22, 2006 4:56 AM
>
> > 2. Exposed the diffuse+ambient values of textured materials
ying to
learn it, so hopefully i can save other people the trouble i went through.
Thanks,
Ben
> -----Original Message-
> From: Ben Discoe
> Sent: Monday, August 21, 2006 12:07 PM
> To: 'osg users'
>
> Thanks to Jan, Nop, and Alan, most of Blender+osgexport
Thanks to Jan, Nop, and Alan, most of Blender+osgexport's series of required
steps, strange behaviors and pitfalls have some to light. I hope i can do
the community a service by summarizing them on an educational web page when
the mysteries are finally settled.
Here are some remaining major limi
Hi Nop,
Thanks for your troubleshooting and explanation of Blender-export's strange
ways. You have greatly enlightened me, there is just one small point to
clarify from below.
It is definitely a bug that the pole object is written with
Texture2D{file"stop128.png"} when it has no texture (even wi
> -
> From: Alan Purvis
> Sent: Sunday, August 20, 2006 12:53 PM
>
> > the button(s) you pushed in Blender.
>
> Press alt-z with the cursor over the 3D view.
Aah! Thank you Alan. This opens the window on a whole new
understanding of Blender's texture handling. Apparently, there are th
Hi Jan,
> -Original Message-
> From: Jan Ciger
> Sent: Sunday, August 20, 2006 1:29 AM
>
> Ben Discoe wrote:
> > I am very curious, can you get the simple texture test model i
> > created, to export correctly?
>
> I have put the files here:
> http://
> -Original Message-
> From: Terry Welsh [mailto:[EMAIL PROTECTED]
>
> That's interesting, because I noticed that in Blender I can't
> always see textures while I'm editing even if the texture
> shading option is turned on. I just thought that was a Blender bug.
As far as i can tell,
Hi Jan,
> -Original Message-
> From: Jan Ciger
> Sent: Saturday, August 19, 2006 1:37 PM
>
> > That... makes no sense at all. The material already has
> > the texture loaded. Blender renders it fine, and all the
> > other exporters will export it textured. Only the
> > 'osgexport' seem
Marcus,
Thanks for the note, but that problem (that Greg Corson found and logged) is
now well known, and that's not the trouble i'm experiencing. I can create
an object, texture-map it, and the DAE export file contains _no texture_ at
all. It fails whether i map the material to the Object or the
Nop,
Further results..
It dawned on me that i was not duplicating your steps _exactly_, with the
stopsign example. You said to load the texture into Blender's "UV/Image"
view. I tried doing this, and lo and behold, osgexport now exports an .osg
with the texture!!
That... makes no sense at all.
Hi Nop,
It is very exciting to find someone that has experience with the
Blender->OSG process and has seen it work, because after two days of
frustration, i still cannot. Especially i cannot get osgexport to export a
texture, yet.
> -Original Message-
> From: VIVANLOC
> Sent: Friday, Aug
p on 3DSMAX/OSGExp
for reasons described before, this is really depressing. I'm at a situation
of no art path.
-Ben
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Discoe
> Sent: Sunday, August 13, 2006 12:44 AM
> To: 'osg
I spent this evening building the OSG COLLADA plugin and starting to test
it. I also stumbled across the multiple CVS modules, but a quick glance at
the dates showed that 'osgdb_dae14' was the latest and greatest. There were
some other hoops to jump through (digging up libxml2, iconv etc. for Win
Gert,
Wow, WTK NFF. Obsolete yes. I created that format in 1993 before i knew
much about 3D, and by the late 90s i was already pretty embarassed by it.
On the other hand, the rest of the 3D field pretty much failed to produce
any kind of usable, human-readable standard format for simple geometry
Rick,
If it was my GDAL/VC71 files (http://vterrain.org/Distrib/gdal.html) that
you converted to VC8, then it should definitely build the gdal_i*.lib files
(when building the DLL configurations of the library). Perhaps you found
some other vcproj online somewhere.
-Ben
> -Original Message--
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