Re: [osg-users] Why am I getting this bleed through effect when moving my camera around?

2013-01-20 Thread Robert Osfield
Hi Preet,

This look to be an issue of depth precision, the usual way one tackles
this problem of rendering two flat objects on top of each other is to
use osg::PolygonOffset (see OpenGL docs on glPolygonOffset).

Robert.

On 20 January 2013 05:42, Preet prismatic.proj...@gmail.com wrote:
 I have two geometries close together -- one is an osgText object and the
 other is just a simple set of planar triangles laying flat behind the text.
 The two are separated by a small distance. Both objects are parented with an
 AutoTransform.

 When I move my camera around in a certain way, the object behind the text
 bleeds through it. When the camera is not being moved, both objects appear
 fine. I made a small video because I had trouble capturing the issue with a
 screenshot. In the video, the text is purple. The object in question is the
 black rectangle with the purple border behind the text.

 http://www.youtube.com/watch?v=htj168dJHGw

 When I move the camera relatively fast, you can see the black rectangle's
 triangles bleed through the text momentarily.

 I tried messing around with the placement of the objects; I even tried to
 increase the distance between the text and the geometry behind it a
 substantial amount but this didn't seem to have an effect. Both objects are
 in the same render bin.

 I've never really seen something like this happen before where the effect is
 only present *while* the scene is moving around. If I move the camera around
 slow enough or keep it still, the effect isn't visible.

 Does anyone have any ideas as to what the issue is here?


 Preet

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Re: [osg-users] Display of lines and edges on Retina/10.8 Mac

2013-01-20 Thread Mike Krus
Hi

an update: still haven't found the reason for this, but it turns out if happens 
on a machine with 10.8 installed, not necessarily a Retina display.

Could someone with a 10.8 machine try opening the file attached in the original 
message in osViewer and tell me if it looks like the attached image?

Cheers,

Mike


On 10 Jan 2013, at 11:50, Mike Krus m...@mve.commailto:m...@mve.com wrote:

Hi

I'm having a weird display issue when displaying lines and edges over a surface 
on a Retina Mac.

We display surfaces and when draw the boundary line and a subset of faces 
(which are selected by the user) is also overlaid using faces in line mode. See 
attached image if it's clearer…

I normally works fine but on a MacBook Pro with a 15 Retina display nothing 
shows.

I've attached an osgt file that illustrates the issue. If you open in 
osgviewer, you can't see the lines…

Any ideas what may be going on?


Cheers!


Mike



Mike Krus (PhD) - Principal Software Engineer

Midland Valley Exploration
144 West George Street
Glasgow G2 2HG, UK
Tel: +44 141 332 2681
Fax: +44 141 332 6792
Screenshot_09_01_2013_09_17.png
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Re: [osg-users] [vpb] osgdem with terrain from worldMachine

2013-01-20 Thread walter perdan
Hi,
i 'm sorry for the long delay but i miss this replay. i post some screenshot 
maybe explain better the issue.
Yes it seems a texture issue but maybe also happens because it lacks of geo 
reference. 
... 


Thank you!

Cheers,
walter

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Attachments: 
http://forum.openscenegraph.org//files/landscape01_436.png


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Re: [osg-users] [vpb] osgdem with terrain from worldMachine

2013-01-20 Thread walter perdan
Hi,
below you can find my colour and height maps from Worldmachine, if someone can 
take look at would be appreciated.
Thanks!


Cheers,
walter

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http://forum.openscenegraph.org/viewtopic.php?p=52040#52040




Attachments: 
http://forum.openscenegraph.org//files/maps_823.zip


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[osg-users] Creating a billboard shader for OpenGL ES 2

2013-01-20 Thread Preet
Hiya,

This is somewhat related to my last thread (maybe I should have just
explained the situation from the beginning).

I'm trying to create a shader that does billboarding for hundreds of
objects at once (where using AutoTransform is too slow). I merge all these
objects together to reduce the number of draw calls, and pass along
specific vertex attribute data (specifically model-space relative vertex
data when I want the billboard center to be the model's center) and
uniforms (camera vectors) to do the required billboard transform in the
shader.

This kind of works, but the result is 'jittery' compared to AutoTransform.
I don't know whether its the way I specify the uniform update callback or
if its related to reduced shader precision (the coordinates I used are all
close to the origin though, so I hope that's not the case) or something
else entirely.

I created a minimal example that reproduces the issue [1]... (just
copy-past-compile). The example shows a square billboarded with
AutoTransform working perfectly, and my not so great example directly
behind it.

[1] https://gist.github.com/4582261

* Does anyone know why my example billboard implementation causes that
jitter/delay?

* Or, has anyone created a better shader that can do billboarding for
batched geometry (and if so, could they maybe share how)?


Preet
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