Re: [osg-users] Geometry shader based apps/examples have shader compile failures...
Hi Mark, If a shader gets compiled correcty has nothing to do with osg. You probably updated your driver recently. NVidia decided to follow the GLSL grammar more strictly. For instance code like float x = vec2(1) is not working anymore, since implicit conversion of types is not allowed in GLSL. So try to fix your shaders with that in mind. BTW: I'm using GPU ShaderAnalyzer[1] by AMD to validate my shader code, as it seems to be awfully strict ;-) Cheers Sebastian [1] http://developer.amd.com/tools-and-sdks/graphics-development/gpu-shaderanalyzer/ Hello, I am using OSG ver 3.4.0-Rc1 under Window 8.1, Visual Studio 2012 Win64. NVidia laptop driver Ver: 353.30. Of-late, I started noticing strange geometry shader compile failures with applications that worked perfectly (in 3.2) after I switched to osg 3.4.0-rc1. First-of, my own application that has one geometry shader (#version 400) that is ending up with compile errors, and then I see corrupt source string in 'src' when I did std::string src = geomObject-getShaderSource(); Variables uv, normal are correctly declared but the error log says - GEOMETRY glCompileShader FAILED GEOMETRY Shader infolog: ERROR: 0:64: 'uv' : undeclared identifier ERROR: 0:64: 'assign' : cannot convert from '2-component vector of float' to 'float' ERROR: 0:72: 'normal' : undeclared identifier ERROR: 0:72: 'assign' : cannot convert from '3-component vector of float' to 'float' iow, original shader code says: out vec2 uv; out vec3 normal; and geomObject-getShaderSource() says: out vec2 uv;mal; The shader source is in a text file and is read using osg::ref_ptrosg::Shader geomObject = osg::Shader::readShaderFile(osg::Shader::GEOMETRY, gsFilename.txt); Then, I also see similar geometry shader compile failures with examples such as osgForest, osgSSBO, osgTessellationShader... I am not sure what is going on. Any help here is sincerely appreciated. Thanks, Regards, -Mark -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64459#64459 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] What is the difference of adding an additional camera as child or slave
Dear OSG users, can someone give me an explanation about the difference in: view-addSlave(camera.get(),true); and view-getCamera()-addChild(camera.get()); Many thanks in advance - Werner- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.4.0 release candidate 7 tagged
The changed for VS2015 look good. I still get the following warning: 3I:\Libraries\OpenSceneGraphTrunk\include\osg/GraphicsThread(45): warning C4589: Constructor of abstract class 'osg::GraphicsOperation' ignores initializer for virtual base class 'osg::Referenced' (compiling source file I:\Libraries\OpenSceneGraphTrunk\src\osg\TextureCubeMap.cpp) 3 I:\Libraries\OpenSceneGraphTrunk\include\osg/GraphicsThread(45): note: virtual base classes are only initialized by the most-derived type (compiling source file I:\Libraries\OpenSceneGraphTrunk\src\osg\TextureCubeMap.cpp) 3 I:\Libraries\OpenSceneGraphTrunk\include\osg/GraphicsThread(45): note: This diagnostic occurred in the compiler generated function 'osg::GraphicsOperation::GraphicsOperation(const osg::GraphicsOperation )' (compiling source file I:\Libraries\OpenSceneGraphTrunk\src\osg\TextureCubeMap.cpp) But according Microsoft it's a vs2015 bug that will be fixed in the next update (https://connect.microsoft.com/VisualStudio/feedback/details/1570496/vs-2015-generates-a-copy-constructor-and-then-complains-about-it) Btw VS2015 now also warns when a variable is shadowing another one, this amounts to over 600 warnings. In gcc or clang you can probably turn them on with -Wshadow. Some of them are in osg core, I'll look into those when I get back from vacation. Cheers, Pjotr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64461#64461 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] View-dependent progressive meshes on OpenSceneGraph
Yep, give us the code, otherwise this never happened. 2015-07-23 18:42 GMT+07:00 Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Am 23.07.2015 um 12:37 schrieb Jim Tan: View-dependent progressive meshes on OpenSceneGraph Hello dear OSG-community, I have implemented Hoppe's view-dependent progressive meshes related technology on OpenSceneGraph. Great work. Viewer convert tool can be find in my blog: jimtan0805 dot blogspot dot tw Interested in VDPM technology is welcome to discuss with me. Any chance we can get the imlementation? This would be a useful asset for creating seamless LOD. Cheers Sebastian Best regards, Jim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64445#64445 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ClipNode Opposite Behavior
I believe your fragment shader is not setting the output fragment color at all, which is a minimum requirement for a fragment shader to work. Christian 2015-07-23 23:59 GMT+02:00 Erik Hensens ehens...@hunter.com: Sorry for the triplicate post, I received an error message on trying to post until I removed the quotes... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64458#64458 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] what's wrong with removechild
Hi, I want to pick one node using mouse. then the node deleted. but I failed. I don't know why. the nodepick.h attached. the osg::Node* pNode can be picked. and it can be changed to red. but the following mViewer-getSceneData()-asGroup()-removeChild(pNode); failed. I also used m_Rt-removeChild(pNode); failed again. So puzzled. help me plz. Thank you! Cheers, LUO -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64470#64470 Attachments: http://forum.openscenegraph.org//files/nodepick_135.h ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ClipNode Opposite Behavior
Thanks Christian. It's funny you mention that because since I'm not setting the color, the quad looks like an old television tuned to a frequency not in service, i.e. static or snow. I think every time the quad is rendered each fragment's color is set to whatever value is in some uninitialized portion of memory, and each fragment changes color each time it is rendered. Quite a funny effect! I added the following line to set the color, and now it is always blue, but it's still not putting a hole in my quad, it's all there or all gone depending on whether I say if (fDist rad) or if (fDist rad): Code: // The fragment shader program source code std::string szFragSource( uniform vec3 center;\n uniform float rad;\n void main()\n {\n float fDistX = gl_FragCoord.x - center.x;\n float fDistY = gl_FragCoord.y - center.y;\n float fDistZ = gl_FragCoord.z - center.z;\n float fDist = sqrt(fDistX * fDistX + fDistY * fDistY + fDistZ * fDistZ);\n gl_FragColor = vec4(0.0,0.0,1.0,1.0);\n if (fDist rad) discard;\n }\n ); Any other ideas about why my code doesn't achieve what I want? For example, am I using gl_FragCoord correctly? Are there other errors in my frag source? Thanks again! cbuchner1 wrote: I believe your fragment shader is not setting the output fragment color at all, which is a minimum requirement for a fragment shader to work. Christian 2015-07-23 23:59 GMT+02:00 Erik Hensens (): Sorry for the triplicate post, I received an error message on trying to post until I removed the quotes... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64458#64458 (http://forum.openscenegraph.org/viewtopic.php?p=64458#64458) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64467#64467 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I created 10000 cylinder, osg run very slow
Yeah, it's not ladder. It's cable tray in the power plant. . In fact, I used not more than 1000 cylinders, osg runs very slow. I ignore the cylinders, it gets much faster. then I have to disable shadow, osg::ref_ptrosgShadow::SoftShadowMap ssm = new osgShadow::SoftShadowMap; // float bias = ssm-getBias(); // ssm-setBias(bias*2.0); // mShadowedSceneRoot-setShadowTechnique(ssm.get()); // mShadowedSceneRoot-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask); // mShadowedSceneRoot-setCastsShadowTraversalMask(CastsShadowTraversalMask); the program runs fast again. So I enable shadow again, and disable the cylinders // setNodeMask(CastsShadowTraversalMask); the program still slow. Maybe I can't draw my power plant prefectly, without shadow. And would you please answer my another question in the other article, it's still about the power plant. thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64464#64464 Attachments: http://forum.openscenegraph.org//files/cabletray_292.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to delete Node from the root
Hi, I use addchild to create root tree. Yeah, we can use removechild to pruning. But the removed node is still in the memory. I wonder how i can delete it totally from the memory. We can get any node using computeIntersections(x,y,intersections). We got the osg::Node *node, then free(node), the node is null. but we new many kinds of objects when new node, e.g., osg::Image image, osg::Texture2D texture, osg::ShapeDrawable doorShape and so on. how can i delete these pointers. Need I create free function for each node? Thank you! Cheers, LUO -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64465#64465 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org