Re: [Maya2osg-users] osgpreview, UI and flags
Status: Alpha
Brought to you by:
jtaibo
From: Peter W. <pp...@cg...> - 2011-05-31 15:31:49
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Hi Javier, all of the bellow has time if you are busy > I found some errors when trying to select the files with custom GLSL > code from the browser: > > // Error: Object 'maya2osgUI_vertDeclareFile' not found. > // Error: Object 'maya2osgUI_vertComputeFile' not found. > // Error: Object 'maya2osgUI_fragDeclareFile' not found. > // Error: Object 'maya2osgUI_fragComputeFile' not found. > Fixed. > I like how is being organized the UI. I think it is much cleaner and > easy to use. Great work! > Thanks, but most of it your ideas. I added those comments after the Checkboxes, but I don't know if we should keep them, they might be disturbing. What do you think ? >> Hi all, >> >> answering to my own post, as most of the stuff is implemented. >>> I would like to add an optionMenu to the preview command textfield, >>> which changes the behavior of the command field, with these options: >>> >>> Mel: >>> current behaviour >>> >>> Pyth: >>> corresponding Python script >> not done, don`t know if required at all, will implement on request. >> >>> Exec: >>> which would take an os command ( like "osgviewer --flags file" ) without >>> the need of "exec" infront of it >>> >>> Flag: >>> this would call osgpreview with flags entered inside the textfield, >>> overriding those hardcoded in the export script >>> >>> Edit: ( maybe ) >>> this would pop up a bigger window for editing text, in the case one of >>> the above needs more space >> Same as "Pyth" >> >> Javier, you might want to test the behavior of the new options. Have >> one suggestion to the preview command, that one should be able to pass >> the count of lights as argument. This would enable GL_Lights up to 8 or >> turn off GL_Lighting, if no light is present in the test scen. Silly me, >> was searching quite long for an error, because I couldn't see my content >> in the preview window. But I just had no Lights created. So with passing >> 0 lights to the preview command would eliminte such an issue. > The scene lighting set and some other issues are on my to-do list. > I'll address it as soon as I have time. I suppose that I will add an > export option to set whether we are exporting a model or a whole scene > (see the Global Uniforms section in > https://sourceforge.net/apps/mediawiki/maya2osg/index.php?title=Shading_Networks#Global_uniforms). Yes, verry good, that's is on my todo / wishlist as well, exporting seperatelly to Geodes or MatrixTransforms. > By the way. Talking about adding new shelf buttons... It would be > really nice if anybody with some artistic skills (that excludes me > absolutely) offers to create a cool set of icons :D > I know some Artists here, I can ask them, but this will take some time :-) I added more flags regarding geometry export, in Particular VertexColor and VertexAttributes. Might need some help with the Vertex Attribute export. The Color Sets in Maya have names, would be cool if this could be used as program -> addBindAttribLocation( "SetName" , location ) ; but at that time there is no programm, just the VertexAttributes. So I can create a Map between the SetNames and the Bind Locations, but where and how could we use it ? Adding new flags is kind of unconfortable, so one suggestion, but would need an OK from your site, as this might go quite deep. Check out new Thread. I also tried to align the flagNames in the Script with those in the plugIn. The Preview Command seems not to work with the default camera "persp", or I am doing something wrong. Can you confirm that its working with the current UI implementation, and/or your preview procedure in maya2osg_preview.mel ? Btw, would it be possible to get the osgpreview flags work without "" ? Like --screen 0 instead of "--screen" 0 ? Readpreview.cpp but have no clue ... Cheers, PP |