Roger James | 1 Dec 2006 02:26
Picon

RE: Compiling collada

> On Wed, 2006-11-29 at 12:58 +0000, Roger James wrote:
> > Zach,
> >
> > Are you running on windows.
> >
> > On windows I get
> >
> >
> > <init_from>../../../../../textures/rm_big_tree1.rgba</init_from>
> 
> This is a relative URI. What is it relative to?
> 

It is just plain wrong :-)

> > The code that puts the file name in looks like this at the moment
> >
> > std::string imgstr = "/"
> >   + osgDB::convertFileNameToUnixStyle(
> 
> All this function does is change '\' to '/', it seems as part of file to
> URL normalization.
> 
If can see that, I just wonder why it was done.

The path returned from osgDB::findDataFile( osgimg->getFileName()
is
./Textures/RM_big_tree1.rgb
This is relative the the current working directory of the current process
and is correct.
(Continue reading)

PCJohn | 1 Dec 2006 08:28
Picon
Favicon

Re: Coin wrl loader and textures

 > Hello all,
 > Has anyone successfully loaded vrml models that contain textures
 > using the Coin version of the wrl loader?

Hi all,

I was successful on that :) . There is a bug inside 
ConvertFromInventor.cpp. It results in following behaviour:
- if texture coordinates are present in the model, the texture is shown 
correctly
- if texture coordinates are missing, Inventor generates "default 
texture coordinates". Some models are relying on this. However, 
importing plugin contains bug that avoids the import of default texture 
coordinates that was generated by Inventor. As a result, OSG is missing 
texture coordinates and it does not show texture.

I do not know if it is your case. Anyway, I am submitting corrected 
file. Guys from OSG: Can you look on it and patch it, please?

The file contains also another patch: if the texture is not power of 2, 
OSG crashes when resizing it. The reason is in setting packing parameter 
of Image::setImage to -1 causing GLU functions to crash the application:
     osgTexImage->setImage(soTexSize[0], soTexSize[1], 0, soTexNC,
             formats[soTexNC-1], GL_UNSIGNED_BYTE, imageData,
             osg::Image::USE_NEW_DELETE/*, -1*/); <<< -1 is the problem

Just using default parameter solves the problem.

Thanks,
John
(Continue reading)

Serge Lages | 1 Dec 2006 08:49
Picon

Re: Making OSG videos in Linux, weeee.

Thanks for this message, it's a very interesting subject. and I have some questions too :

- Has anyone tried to use FFMPEG to capture movies in their OSG apps ?
- In term of performances, is it acceptable ? I used several times Fraps, I suppose that it is faster to directly capture the movie within the application, am I right ?

Thanks !

On 11/30/06, Gilbert, Daniel R. <DANIEL.R.GILBERT-jTGLxe6cr0Q@public.gmane.org> wrote:
Jeremy,

Thanks for the heads up!

-- Dan

> -----Original Message-----
> From: osg-users-bounces-O4jvQuzB+Dma2WnL5OXVi6xOck334EZe@public.gmane.org
> [mailto: osg-users-bounces-O4jvQuzB+Dma2WnL5OXVi6xOck334EZe@public.gmane.org] On Behalf Of
> Jeremy Moles
> Sent: Thursday, November 30, 2006 10:57 AM
> To: osg users
> Subject: [osg-users] Making OSG videos in Linux, weeee.
>
> Well, some of you may have seen me ask a few times in the
> past what the
> best way was to "grab" every frame OSG renders prior to it calling
> SwapBuffers or the equivalent so I could grab that frame,
> encode it into
> YUV, and send it to some video library like libavcodec or theora.
>
> Well, since no one ever responded (!!!), I figured I'd set out and try
> to discover an existing solution. :) (My suspicion was that
> the best way
> to do this was to render to an image instead of the default color
> buffer, but I never got around to actually trying it).
>
> I found a project called Yukon which I have, since finding, joined in
> and aided with development.
>
> http://www.neopsis.com/projects/yukon
>
> You can find some sample videos I made w/ Yukon in Linux
> using Cal3D and
> OSG that I made for the Cal3D project here:
>
> http://home.gna.org/cal3d
>
> Yukon (and the backend library Seom) work by temporarily intercepting
> calls to glXSwapBuffers and just before invoking the REAL
> function, copy
> the color buffer and send it off for parsing (either into a local file
> or over the network). In this way it is very generic, and works with
> almost any OpenGL application. It's not perfect, however, and
> I've seen
> a few crashes on my own machine which I'm trying to track down.
>
> I know I'm not the only person who wants to do this in Linux, as Yukon
> has been picking up speed lately and a lot of different people are
> popping into IRC with various bug reports or feature requests.
>
> Anyway, I just wanted to give a quick heads up and get any opinions
> anyone might have. :)
>
> P.S. There's a new site design for Cal3D we just pushed about an hour
> ago. Thanks to DanLabG for his help... and sorry it took so
> long for us
> to get it up! :)
>
> _______________________________________________
> osg-users mailing list
> osg-users-O4jvQuzB+Dma2WnL5OXVi6xOck334EZe@public.gmane.org
> http://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/
>
_______________________________________________
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http://www.openscenegraph.org/



--
Serge Lages
http://www.magrathea-engine.org
<div>
<p>Thanks for this message, it's a very interesting subject. and I have some questions too :<br><br>- Has anyone tried to use FFMPEG to capture movies in their OSG apps ?<br>- In term of performances, is it acceptable ? I used several times Fraps, I suppose that it is faster to directly capture the movie within the application, am I right ?
<br><br>Thanks !<br><br></p>
<div>
<span class="gmail_quote">On 11/30/06, Gilbert, Daniel R. &lt;<a href="mailto:DANIEL.R.GILBERT@...">DANIEL.R.GILBERT@...</a>&gt; wrote:</span><blockquote class="gmail_quote">
Jeremy,<br><br>Thanks for the heads up!<br><br>-- Dan<br><br>&gt; -----Original Message-----<br>&gt; From: <a href="mailto:osg-users-bounces@...">osg-users-bounces@...</a><br>&gt; [mailto:<a href="mailto:osg-users-bounces@...">
osg-users-bounces@...</a>] On Behalf Of<br>&gt; Jeremy Moles<br>&gt; Sent: Thursday, November 30, 2006 10:57 AM<br>&gt; To: osg users<br>&gt; Subject: [osg-users] Making OSG videos in Linux, weeee.<br>&gt;<br>
&gt; Well, some of you may have seen me ask a few times in the<br>&gt; past what the<br>&gt; best way was to "grab" every frame OSG renders prior to it calling<br>&gt; SwapBuffers or the equivalent so I could grab that frame,
<br>&gt; encode it into<br>&gt; YUV, and send it to some video library like libavcodec or theora.<br>&gt;<br>&gt; Well, since no one ever responded (!!!), I figured I'd set out and try<br>&gt; to discover an existing solution. :) (My suspicion was that
<br>&gt; the best way<br>&gt; to do this was to render to an image instead of the default color<br>&gt; buffer, but I never got around to actually trying it).<br>&gt;<br>&gt; I found a project called Yukon which I have, since finding, joined in
<br>&gt; and aided with development.<br>&gt;<br>&gt; <a href="http://www.neopsis.com/projects/yukon">http://www.neopsis.com/projects/yukon</a><br>&gt;<br>&gt; You can find some sample videos I made w/ Yukon in Linux<br>&gt; using Cal3D and
<br>&gt; OSG that I made for the Cal3D project here:<br>&gt;<br>&gt; <a href="http://home.gna.org/cal3d">http://home.gna.org/cal3d</a><br>&gt;<br>&gt; Yukon (and the backend library Seom) work by temporarily intercepting<br>
&gt; calls to glXSwapBuffers and just before invoking the REAL<br>&gt; function, copy<br>&gt; the color buffer and send it off for parsing (either into a local file<br>&gt; or over the network). In this way it is very generic, and works with
<br>&gt; almost any OpenGL application. It's not perfect, however, and<br>&gt; I've seen<br>&gt; a few crashes on my own machine which I'm trying to track down.<br>&gt;<br>&gt; I know I'm not the only person who wants to do this in Linux, as Yukon
<br>&gt; has been picking up speed lately and a lot of different people are<br>&gt; popping into IRC with various bug reports or feature requests.<br>&gt;<br>&gt; Anyway, I just wanted to give a quick heads up and get any opinions
<br>&gt; anyone might have. :)<br>&gt;<br>&gt; P.S. There's a new site design for Cal3D we just pushed about an hour<br>&gt; ago. Thanks to DanLabG for his help... and sorry it took so<br>&gt; long for us<br>&gt; to get it up! :)
<br>&gt;<br>&gt; _______________________________________________<br>&gt; osg-users mailing list<br>&gt; <a href="mailto:osg-users@...">osg-users@...</a><br>&gt; <a href="http://openscenegraph.net/mailman/listinfo/osg-users">
http://openscenegraph.net/mailman/listinfo/osg-users</a><br>&gt; <a href="http://www.openscenegraph.org/">http://www.openscenegraph.org/</a><br>&gt;<br>_______________________________________________<br>osg-users mailing list
<br><a href="mailto:osg-users@...">osg-users@...</a><br><a href="http://openscenegraph.net/mailman/listinfo/osg-users">http://openscenegraph.net/mailman/listinfo/osg-users</a><br><a href="http://www.openscenegraph.org/">
http://www.openscenegraph.org/</a><br>
</blockquote>
</div>
<br><br clear="all"><br>-- <br>Serge Lages<br><a href="http://www.magrathea-engine.org">http://www.magrathea-engine.org</a>
</div>
amalric alexandre | 1 Dec 2006 09:58
Picon

Re: Delaunay triangulator of concav geometry

Hi Geoff, I'm agree with you on the fact that this first coordinate is far from others. But in my program I triangulate points clicked by mouse and it works under MS VS 2003 and not with MS VS 2005.
The main goal of this example was just to demonstrate that under VS 2003 it works and not with MS 2005. Ideally it has to work under the both compilator. For me it's a little bug in the DelaunayTriangulator but I cannot find where.
If you have any idea of the problem let me know.
Thanks.

 
2006/11/30, Geoff Michel <osguser-GpyVeKolkRpeQIzoc+Smag@public.gmane.org>:
Dear Alexandre
 
I have tried your case, and it fails as you describe under vs8.  However...... look at the first coordinate of your added constraint
 

float x=-10000,y=600;

bounds->push_back(osg::Vec3(x,y,getheight(x,y)));

x=1610,y=900;

all the other coordinates are near X=1600-2100. Your constraint is very (very, very, very....) long and thin, and moreover x=-10000 is way outside the terrain. I replaced the first coordinate with x=1000, and no problem the triangulation is fine.

 
Is the -10000 correct (in terms of your problem)? I agree that ideally the triangulator should triangulate absolutely anything, but you are probably near the limits of floating point precision for such a long thin constraint. (other cases of this error are sought).
 
Geoff
----- Original Message -----
Sent: Thursday, November 30, 2006 2:03 PM
Subject: Re: [osg-users] Delaunay triangulator of concav geometry

 
I found this morning that it's due to MS VS 2005 because I made a test modifying the example "osgDelaunay.cpp" (attached) compiling on MS VS 2003 there is no problem, but compiling with MS VS 2005 the program crashes in function lineBisects(delauneytriangulator.cpp) because of a "out of range" in accessing array "points". It doesn't depend on OSG version (same problem with OSG 1.2 and OSG 1.1).
Please see the attached files.

Thanks.

Alexandre AMALRIC



 
2006/11/30, jOan <osguser-Re5JQEeQqe8AvxtiuMwx3w@public.gmane.org>:
I have the same problem using DelaunayTriangulator  with MS VS2005.


2006/11/30, amalric alexandre <alex.pixxim-Re5JQEeQqe8AvxtiuMwx3w@public.gmane.org>:
Hi,
 
I want to triangulate with DelaunayTriangulator a geometry wich is concav. I give to the DelaunayTriangulator a set of point sorted and to the DelaunayConstraint the same set of point (edges of the geometry). But when i call the triangulate() function it crashes in lineBisects() function because of a value out of range. Is it a known bug of triangulator ? or is my method not appropriated ? If it is please explain how it is possible to triangulate a concave geometry ?

_______________________________________________
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http://www.openscenegraph.org/




--
jOan Abadie

_______________________________________________
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_______________________________________________
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_______________________________________________
osg-users mailing list
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<div>
<div>Hi Geoff, I'm agree with you on the fact that this first coordinate is far from others. But in my program I triangulate points clicked by mouse and it works under MS VS 2003 and not with MS VS 2005. </div>
<div>The main goal of this example was just to demonstrate that under VS 2003 it works and not with MS 2005. Ideally it has to work under the both compilator. For me it's a little bug in the DelaunayTriangulator but I cannot find where.
</div>
<div>If you have any idea of the problem let me know.</div>
<div>Thanks.<br><br>&nbsp;</div>
<div>
<span class="gmail_quote">2006/11/30, Geoff Michel &lt;<a href="mailto:osguser@...">osguser@...</a>&gt;:</span>
<blockquote class="gmail_quote">
<div bgcolor="#ffffff">
<div>Dear Alexandre</div>
<div>&nbsp;</div>
<div>I have tried your case, and it fails as you describe under vs8.&nbsp; However...... look at the first coordinate of your added constraint</div>
<div>&nbsp;</div>
<div>
<p></p>float x=-10000,y=600; 
<p>bounds-&gt;push_back(osg::Vec3(x,y,getheight(x,y)));</p>
<p>x=1610,y=900;</p>
<p>all the other coordinates are near X=1600-2100. Your constraint is very (very, very, very....) long and thin, and moreover x=-10000 is way outside the terrain. I replaced the first coordinate with x=1000, and no problem the triangulation is fine.
</p>
</div>
<div>&nbsp;</div>
<div>Is the -10000 correct (in terms of your problem)? I agree that ideally the triangulator should triangulate absolutely anything, but you are probably near the limits of floating point precision for such a long thin constraint. (other cases of this error are sought).
</div>
<span class="sg">
<div>&nbsp;</div>
<div>Geoff</div></span>
<blockquote>
<div><span class="e">
<div>----- Original Message ----- </div>
<div>From: <a title="alex.pixxim@..." onclick="return top.js.OpenExtLink(window,event,this)" href="mailto:alex.pixxim@..." target="_blank">amalric alexandre
</a> </div>
<div>To: <a title="osg-users@..." onclick="return top.js.OpenExtLink(window,event,this)" href="mailto:osg-users@..." target="_blank">osg users</a> </div>
<div>Sent: Thursday, November 30, 2006 2:03 PM</div>
<div>Subject: Re: [osg-users] Delaunay triangulator of concav geometry</div>
<div>
<br>&nbsp;</div>
<div>I found this morning that it's due to MS VS 2005 because I made a test modifying the example "osgDelaunay.cpp" (attached) compiling on MS VS 2003 there is no problem, but compiling with MS VS 2005 the program crashes in function 
lineBisects(delauneytriangulator.cpp) because of a "out of range" in accessing array "points". It doesn't depend on OSG version (same problem with&nbsp;OSG 1.2 and OSG 1.1).</div>
<div>Please see the attached files.</div>
<p>Thanks.</p>
<p>Alexandre AMALRIC</p>
<div>
<br><br>&nbsp;</div>
<div>
<span class="gmail_quote">2006/11/30, jOan &lt;<a onclick="return top.js.OpenExtLink(window,event,this)" href="mailto:osguser@..." target="_blank">osguser@...</a>&gt;:</span> 
<blockquote class="gmail_quote">I have the same problem using DelaunayTriangulator&nbsp; with MS VS2005.<br><br><br><div>
<span class="gmail_quote">2006/11/30, amalric alexandre &lt;<a onclick="return top.js.OpenExtLink(window,event,this)" href="mailto:alex.pixxim@..." target="_blank">alex.pixxim@...</a>&gt;:</span> 
<blockquote class="gmail_quote">
<span>
<div>Hi,</div>
<div>&nbsp;</div>
<div>I want to triangulate with DelaunayTriangulator a geometry wich is concav. I give to the DelaunayTriangulator a set of point sorted and to the DelaunayConstraint the same set of point (edges of the geometry). But when i call the 
triangulate() function it crashes in lineBisects() function because of a value out of range. Is it a known bug of triangulator ? or is my method not appropriated ? If it is please explain how it is possible to triangulate a concave geometry ? 
</div></span><br>_______________________________________________<br>osg-users mailing list<br><a onclick="return top.js.OpenExtLink(window,event,this)" href="mailto:osg-users@..." target="_blank">
osg-users@...</a><br><a onclick="return top.js.OpenExtLink(window,event,this)" href="http://openscenegraph.net/mailman/listinfo/osg-users" target="_blank">http://openscenegraph.net/mailman/listinfo/osg-users 
</a><br><a onclick="return top.js.OpenExtLink(window,event,this)" href="http://www.openscenegraph.org/" target="_blank">http://www.openscenegraph.org/</a><br><br>
</blockquote>
</div>
<br><br clear="all"><br>-- <br>jOan Abadie 
<br><br>_______________________________________________<br>osg-users mailing list<br><a onclick="return top.js.OpenExtLink(window,event,this)" href="mailto:osg-users@..." target="_blank">osg-users@...
</a><br><a onclick="return top.js.OpenExtLink(window,event,this)" href="http://openscenegraph.net/mailman/listinfo/osg-users" target="_blank">http://openscenegraph.net/mailman/listinfo/osg-users</a><br><a onclick="return top.js.OpenExtLink(window,event,this)" href="http://www.openscenegraph.org/" target="_blank">
http://www.openscenegraph.org/</a><br><br>
</blockquote>
</div>
<br></span></div>
<p>
</p>
<span class="q">
<p></p>_______________________________________________<br>osg-users mailing list<br><a onclick="return top.js.OpenExtLink(window,event,this)" href="mailto:osg-users@..." target="_blank">osg-users@...
</a><br><a onclick="return top.js.OpenExtLink(window,event,this)" href="http://openscenegraph.net/mailman/listinfo/osg-users" target="_blank">http://openscenegraph.net/mailman/listinfo/osg-users</a><br><a onclick="return top.js.OpenExtLink(window,event,this)" href="http://www.openscenegraph.org/" target="_blank">
http://www.openscenegraph.org/</a></span> 
<p></p>
</blockquote>
</div>
<br>_______________________________________________<br>osg-users mailing list<br><a onclick="return top.js.OpenExtLink(window,event,this)" href="mailto:osg-users@...">osg-users@...
</a><br><a onclick="return top.js.OpenExtLink(window,event,this)" href="http://openscenegraph.net/mailman/listinfo/osg-users" target="_blank">http://openscenegraph.net/mailman/listinfo/osg-users</a><br><a onclick="return top.js.OpenExtLink(window,event,this)" href="http://www.openscenegraph.org/" target="_blank">
http://www.openscenegraph.org/</a><br><br>
</blockquote>
</div>
<br>
</div>
Robert Osfield | 1 Dec 2006 10:22
Picon

Re: Heightfield with more than one texture

HI Michael,

On 11/30/06, Michael Aulhorn
<Michael.Aulhorn@...> wrote:
> I've looked into osgTerrain already, but it looked quite complicate to
> me. I also haven't found an example for Heightfield node etc.
> Maybe I think to strange and it's easier as it looks like.
>
> Here is a quick description of our project. (Maybe you can give us a
> hint how to approach the multi texture problem.)
>
> At the moment we use a Heightfield with one texture. On the Heightfield
> stands a excavator which digs in the Heightfield. The Heightfield of
> course changes its height. Now we want to show the different materials
> by using different textures.
>
> Maybe you can describe how to use osgterrain/(heightfieldnode???) to
> realize that ?

Right now osgTerrain is suited for what you want to do  - only
appropriate for static terrain at present.  Next year I will be
embarking on work to support dynamically updatable height fields which
will be fully integrated with osgTerrain, and will support both paged
databases and ones that can sit on entirely on the CPU.

The approach I'll be taking is to create a static mesh + a seperate
vertex attribute array that is dynamically updatable - this array will
be the height field, then in a vertex program I'll create offset the
static mesh into its final position.  I'll need to handle normal
generation as well.

You needn't go this length though, creating an osg::Geometry by hand
and just update this needed.  osg::Geometry supports multi-texturing.

Robert.
Robert Osfield | 1 Dec 2006 10:26
Picon

Re: URL reader CLASS

Hi Neil,

On 11/30/06, neil.hughes@...
<neil.hughes@...> wrote:
> Hi All,
>
> In regards to the desire to have a URL class,

Actually Mark was talking about URI rather than URL.

> I recently had need of trying to load a 3DS file from a webserver. The issue I had was along the lines that 3DS
took a pointer to a stream, and try as I might, when I tried to give it an istream instead - allowing the .net
pluggin to handle the creation of an istream to the URL - I simply couldn't get the 3DS to read from an Istream.
>
> As a compromise I created my own buffer object that took either an IStream, or a stream, and read the file
into my own memory buffer. I then wrote functions on the buffer to mimic reading bytes forward and back -
essentially a one for one mapping of the stream functions being used in the 3DS loader.
>
> I then amended the .net plugin to create one of these objects, and read the URL into the buffer object. I then
passed this through to the 3DS reader plugin, and changed this to use the object as its source of data
instead of the stream.
>
> Voila. I'm now able to read 3DS files from URL's. The methodology should migrate to any datasource, though
I haven't actually done so. I'd like to make it more elegant at some point in the future, but for now if you
wanted to use it for a different plugin, you would need to re-engineer the plugin to use the data object
buffer - not difficult, just niggling that one has to do it.
>
> If anyone is interested in looking at this approach, drop me a mail and I'll see about packing and sending it
to you.

I think this would be a local workaround for standard C style file
support rather than istream support.  One could create a helper class
for this, but it needn't be a general requirement for all plugins.

> Robert, previously you mentioned that any work in regards to plugin alterations would be passed to Don. Is
this still the case given recent history ?

You must have mis-understood, general plugin issues are very much
within my domain - I'm both the author of the plugin system and
maintainer of it.  Don wrote the .net plugin, which is just one many
plugins.

Robert.
Robert Osfield | 1 Dec 2006 10:32
Picon

Re: Re: Coin wrl loader and textures

Hi John,

On 12/1/06, PCJohn <peciva@...> wrote:
> I do not know if it is your case. Anyway, I am submitting corrected
> file. Guys from OSG: Can you look on it and patch it, please?

Thanks for the fixes, but could you resubmit the changed file as a
separate attachment, as your mail tool has inlined - mozilla's mail
tool has known bugs.  I can't merge inline attachments.  Also
subscribe to osg-submissions and post the changes there.  Submissions
to osg-users are likely to be lost amongst all the traffic.  For
details on submissions protocol can be found on the wiki:

http://openscenegraph.org/osgwiki/pmwiki.php/Support/SubmissionsProtocol

Cheers,
Robert.
Jose Luis Hidalgo | 1 Dec 2006 10:46
Picon

Re: Making OSG videos in Linux, weeee.

Hi,
   Look at http://bugle.sourceforge.net, it is an amazing software for
opengl debugging , capture, ...
but I'm not sure it is completely usable right now.

Cheers,
    Jose L.

On 11/30/06, Gilbert, Daniel R. <DANIEL.R.GILBERT@...> wrote:
> Jeremy,
>
> Thanks for the heads up!
>
>

--

-- 
  Jose L. Hidalgo ValiƱo (PpluX)
  ---- http://www.pplux.com ----
Soheil Sotoodeh | 1 Dec 2006 11:09
Picon
Favicon

shared VertexArray in Geometries

Hi everyone,

Can I share a vertex array (only the vertexArray) of a geometry between some other geometries ?

e.g. if I have a mesh and I've built an octree over it. I've made a Geometry (let's name it geom_vertices) contains all the points and I want to make a Geode for each octree's node as well as a geometry for each of the geodes (name it as octree_node_geom). But I want to have for each node's geometry (octree_node_geom) only indices to the geom_vertices and not copy the vertices in each.

It is mainly necessary if I want to render objects (facets) which are intersecting more than one octree nodes.

I appreciate your replies.
Cheers,
Soheil

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<p>Hi everyone,<br><br>Can I share a vertex array (only the vertexArray) of a geometry between some other geometries ?<br><br>e.g. if I have a mesh and I've built an octree over it. I've made a Geometry (let's name it geom_vertices) contains all the points and I want to make a Geode for each octree's node as well as a geometry for each of the geodes (name it as octree_node_geom). But I want to have for each node's geometry (octree_node_geom) only indices to the geom_vertices and not copy the vertices in each.<br><br>It is mainly necessary if I want to render objects (facets) which are intersecting more than one octree nodes.<br><br>I appreciate your replies.<br>Cheers,<br>Soheil<br><br></p>
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Raymond de Vries | 1 Dec 2006 12:28
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Re: Playing a Movie

Hi,

When you're on windows, you can take a look at the AVI plugin. See this 
earlier message:
http://openscenegraph.net/pipermail/osg-users/2005-November/059111.html

Best regards
Raymond

Jeremy Moles wrote:
> On Thu, 2006-11-30 at 13:03 -0500, rpingry@... wrote:
>   
>> Hey Everyone,
>>  
>> What is the latest on being able to play AVI's in OSG?  I saw some
>> earlier archive notes by Gordon T.  Really I am just wanting to play
>>     
>
> Well, if you have Xine and Xine development headers/libs installed,
> build OSG with XINE_ISTALLED=1 as a Make variable and it'll build the
> proper plugins. Then you can do something like:
>
> osgviewer --movie $MOVIE
>
>
> If you're asking how to setup a movie code-wise, probably best to look
> at the osgmovie example and the Xine plugin.
>
>   
>>  cut-scenes for a game from within my OSG window, (I guess it does not
>> even need to be within the OSG window, as long as I can switch without
>> it being noticed mythe user)  It does not even have to be an AVI,
>> perhaps a QuickTijme or whatever else is easy to get to the user.  THe
>> other thing would be to play a movie as a texture on a poly, but that
>> could probably be just a sequence of stills,,,
>>  
>> Thanks,
>> -- Rick
>>  
>>  
>>  
>> ps:
>>  
>> Thanks Paul for the notes:
>>  
>> There are no stupid questions. I looked at this cross-eyed myself the
>> first 
>> time I saw it. :-) 
>>   
>> RTT: "Render to texture". 
>>
>>  
>> _______________________________________________
>> osg-users mailing list
>> osg-users@...
>> http://openscenegraph.net/mailman/listinfo/osg-users
>> http://www.openscenegraph.org/
>>     
>
> _______________________________________________
> osg-users mailing list
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>
>
>   


Gmane