Re: [Opensg-users] Texture Coordinates and indexing problem (Victor Haefner)

2009-06-04 Thread Victor Haefner
Thank you for your answer and I am sorry I didn't give enought info. So first the geometry : I have two rings of N vertices indexed 0 to N-1 for the first and N to 2N-1 for the second 1 *-* 4 / / \ / * 2 /_-*5 0

[Opensg-users] Threads, member function pointer, template class

2009-06-26 Thread Victor Haefner
Hi all ..I am trying to use threads but it is driving me crazy.. In another post here I found an example how to use member function with osgthreads.. ..it works fine if the function is in that class.. but if I try to give a member function pointer nothig works anymore.. so here is my code :

[Opensg-users] Boost threads mutex

2009-09-11 Thread Victor Haefner
Hi, I am trying to use boost threads, but it seems that mutex won't work.. most of the time it crashes.. even without starting the thread well, I am a total nobb with threads :/ ..I managed to make the threads work, but this was the easy part.. to copy information between threads is the big

Re: [Opensg-users] Boost threads mutex

2009-09-12 Thread Victor Haefner
hmm, I have a class which manages tracking and input via flysticks and such the intersectAction runs in the main loop, because there is only one cursor I also made a 3D menu which needs to check for rollover, so it needs the information of the main intersectaction I want to put that rollover

Re: [Opensg-users] Boost threads mutex

2009-09-14 Thread Victor Haefner
Hi all, I gave up mutex, I tried to work with the osg aspects and changelists My problem is, if I use different Aspects I need to sync them.. but then the main thread will wait for all the other threads before rendering.. I would like to have the main thread sync the data only when the second

[Opensg-users] Tracking - ProjectionCam

2009-10-12 Thread Victor Haefner
Hi all, I am using OpenSG on a Powerwall, headtracking with Dtrack. The tracking data consist of the location of the tracked object and the rotation matrix I use the Projectioncamera, the problem is that when headtracking is used, the image does flimern, flackern ..I am not sure how to say this

Re: [Opensg-users] Tracking - ProjectionCam

2009-10-12 Thread Victor Haefner
Victor Haefner wrote: I use the Projectioncamera, just to make sure, do you mean ProjectionCameraDecorator? Is the surface you are projecting on tracked? Otherwise you probably only want a StereoCameraDecorator and pass the tracking matrix to the camera's beacon. I use

[Opensg-users] OSGNavigator (bug?)

2010-01-19 Thread Victor Haefner
Hi all, I needed screenshots of my scene from the front, side, and top. It works, need no help, just found something perhaps : //grab some filegrabforeground Vec3f from = navi-getFrom(); Vec3f up = navi-getUp(); beginEditCP(grab);

[Opensg-users] geometry core clone

2010-04-27 Thread Victor Haefner
Hi all, I want to clone a geometry, no threads involved, just clustering GeometryPtr tmp = makePlaneGeo(1,1,1,1); GeometryPtr geo = tmp-clone(); geo is not visible on the cluster side :( GeometryPtr geo = makePlaneGeo(1,1,1,1); works perfectly, no idea what happens, I tried some editCPs, but

[Opensg-users] another navigator noob question

2010-05-03 Thread Victor Haefner
really sorry to bother you with that.. ..again.. but I don't get it to work :( //basic trackball navigation private: int lastx; int lasty; int lastbutton; public: void initNavigator() { lastx = lasty = lastbutton = 0;

Re: [Opensg-users] another navigator noob question

2010-05-04 Thread Victor Haefner
..stupid mistake on my side //basic trackball navigation void initNavigator() { nav = new Navigator(); nav-setCameraTransformation(MAIN_CAMERA_BEACON); tmpVP = getViewport(0); nav-setViewport(getViewport(0));

Re: [Opensg-users] SceniX

2010-05-14 Thread Victor Haefner
Thanks a lot! I didn't expect that much :) -- ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users

[Opensg-users] Compiling OpenSG 1.8 on SUSE : OSGConfig.h not found

2011-04-24 Thread Victor Haefner
Hi I have a cluster on whitch I installed a suse 11.4 bare with some packages for development and I got Vizstack configured! yay! Now I want to try it with OpenSG (I compiled it many times before on different systems without problems) ./configure --with-glut --with-jpg --with-png make make

Re: [Opensg-users] Compiling OpenSG 1.8 on SUSE : OSGConfig.h not found

2011-04-27 Thread Victor Haefner
I have a cluster on whitch I installed a suse 11.4 bare with some packages for development and I got Vizstack configured! yay! Now I want to try it with OpenSG (I compiled it many times before on different systems without problems) ./configure --with-glut --with-jpg --with-png

Re: [Opensg-users] Compiling OpenSG 1.8 on SUSE : OSGConfig.h not found

2011-04-27 Thread Victor Haefner
thanks for the fix! :) great support! tutorials did compile and will hopefully run fine ..sitting at home installing over ssh ;) ..will check everything tomorrow. best regards, Victor -- WhatsUp Gold - Download Free

[Opensg-users] Shader displacement map

2011-06-04 Thread Victor Haefner
Hi all, I am using 1.8 I need a displacement mapping for a square lattice, with 128x128 512x512 ... vertices for example I have a new map for every frame I looked at shaders today for the first time, I love them!! :D ..but I realy don't get how to pass the textures to the shader :( first

Re: [Opensg-users] Shader displacement map

2011-06-05 Thread Victor Haefner
) 4. Shader displacement map (Victor Haefner) -- Message: 1 Date: Fri, 03 Jun 2011 16:15:03 -0500 From: Carsten Neumann carsten_neum...@gmx.net Subject: Re: [Opensg-users] Problems processing line strips To: opensg-users

Re: [Opensg-users] Shader displacement map

2011-06-05 Thread Victor Haefner
... Today's Topics: 1. Re: Problems processing line strips (Carsten Neumann) 2. Re: Problems processing line strips (Daniel Weber) 3. Re: Problems processing line strips (Daniel Weber) 4. Shader displacement map (Victor Haefner

[Opensg-users] Multiwindows renderaction

2011-06-07 Thread Victor Haefner
Hi, I have a cluster application which uses several multiwindows, I just tested my second version for the first time on the cluster (old version runs fine) but it gets stuck when I call multiwindows[i]-render(ract); I have no output, it just hangs there.. (renderaction works well with simple

Re: [Opensg-users] Multiwindows renderaction

2011-06-07 Thread Victor Haefner
Me again.. why do I find the answer 5 min after my post ?? (I searched for hours before..) I forgot something -_- ChangeList::setReadWriteDefault(); works fine now ^^ ..for the rectangle texture in my shader I will look into it when I have a little more time, for now it works with normal

[Opensg-users] Streaming stereo video in a cave

2012-02-09 Thread Victor Haefner
Hi, I just got my hand on some stereo movie files I would like to visualise in our CAVE. The movies are only from one perspective, I would only use the Front wall of our cave which is tiled in 2x2. I am not sure what approach to make, some of my ideas : stream video to the foreground, this

Re: [Opensg-users] Streaming stereo video in a cave

2012-02-10 Thread Victor Haefner
Hi, hmm, why do you expect one to be faster than the other? Don't they basically amount to the same work: upload image data, draw, repeat? Perhaps I misunderstood the difference between the methods? I am more interested in what the best method would be, I thought that when streaming to a

[Opensg-users] Collada File IO

2012-04-24 Thread Victor Haefner
Hi, I have some trouble to find an example how to load collada files. (OpenSG 2.x) SceneFileHandler::the().read(test.dae); - unknown file type cmake did find my local collada package (ubuntu 11.10) in the system folders seam to be all the headers, do I need a something like OSG_WITH_COLLADA

Re: [Opensg-users] Collada File IO

2012-04-25 Thread Victor Haefner
Hi Thank you for the hints, but I still struggle to find an answer to the problem. The codeblocks full commandline: g++ -Wall -use_readonly_const -ftemplate-depth-100 -fPIC -Wno-deprecated -D_GNU_SOURCE -DQT_CLEAN_NAMESPACE -DOSG_WITH_GLUT -DOSG_WITH_QT -DOSG_WITH_JPG -DOSG_WITH_PNG

Re: [Opensg-users] Collada File IO

2012-04-26 Thread Victor Haefner
Hi Thank you very much!! it works with Before calling osgInit add these lines: OSG::preloadSharedObject(OSGFileIO); OSG::preloadSharedObject(OSGImageFileIO); I attached a simple textured cube from blender collada exporter, OpenSG doesn't load it: WARNING: ColladaGeometry::handleBindMaterial:

[Opensg-users] Compiling opensg 2, could not read symbols: Invalid operation

2012-05-23 Thread Victor Haefner
Hi all, I recently switched to Ubuntu 12.4 (64bit) and I am trying to compile OSG2 but I get the following error: [100%] Built target testBackgroundLoader Linking CXX executable ../../bin/testVTK /usr/bin/ld: CMakeFiles/testVTK.dir/testVTK.cpp.o: undefined reference to symbol

[Opensg-users] 3D DLP Chackerboard stereo

2012-05-25 Thread Victor Haefner
Hi all, I started running OSG 2 on a stereo monitor setup. I soon discovered that it was quite special (using checkerboard passive stereo). I am not sure if it really is passive stereo, we use shutter glasses with this display. Here I found the stereo option for checkerboard:

Re: [Opensg-users] Compiling opensg 2, could not read symbols: Invalid operation

2012-05-25 Thread Victor Haefner
Hello Carsten, The patch works perfectly, OSG 2 linked without problems Thank you for the fast response!! Best regards, Victor -- Live Security Virtual Conference Exclusive live event will cover all the ways today's

[Opensg-users] Float 1D Array to shader

2012-06-11 Thread Victor Haefner
Hi all! I have a problem with passing a 1D Array of floats to my shader: TextureObjChunk::initialize image failed: invalid value(0x501) This error happens when I try to use a 1D Image: img-set( Image::OSG_RGBA_PF, N, 1, 1, 1, 1, 0, (UChar8*) buffer[0], OSG::Image::OSG_FLOAT32_IMAGEDATA); where

[Opensg-users] Blender to OSG 2.0 Formats

2012-06-25 Thread Victor Haefner
Hi, I am wondering how others import 3d models from Blender to OSG 2.0, I can't seam to find anything in the archives :/ I would like to switch from wrl to Collada or x3d (because blender dropped support for VRML) but x3d is not supported in OSG 2.0 and Collada does not really work.. I always

[Opensg-users] CMake Mac OS X Compile OpenSG 2.0

2012-07-11 Thread Victor Haefner
Hello, I tried to compile OpenSG 2.0 on Mac OS X 10.7.4 with macports boost at 99% I get the error: Compiling Filesystem version 3 with BOOST_FILESYSTEM_VERSION defined != 3 cmake first says: Boost version: 1.50.0 Found the following Boost libraries: filesystem system but further down it

Re: [Opensg-users] CMake Mac OS X Compile OpenSG 2.0

2012-07-12 Thread Victor Haefner
Hi, Your fix works! OpenSG 2.0 runs on Mac :) Are you or the community interested in the batch file wich installs on mac? We will soon polish the one we have now when installing OpenSG on a fresh Mac OS. I also have one for Ubuntu, one day I will look at how to create my own repositories.. But

[Opensg-users] xcode 4 project sample

2012-07-12 Thread Victor Haefner
Hi, I would like to ask if someone else is running OSG 2.0 on Mac. I am used to codeblocks on ubuntu, but this is not an option on Mac, it is too unstable :/ I am open to any suggestion for a good IDE for c++ on Mac. A student who works on mac is currently trying to use xcode, but without

Re: [Opensg-users] CMake Mac OS X Compile OpenSG 2.0

2012-07-19 Thread Victor Haefner
Hi, As I never used Mac I can only forward informations from my student. It seams Macports has the most packages, this is also what my student is using. Also from the comments on this site I would tend to Macports. http://tedwise.com/2010/08/28/homebrew-vs-macports/ Best Regards, Victor

[Opensg-users] OSG 2.0 GLSL Shader setParameter not distributed

2012-07-23 Thread Victor Haefner
Hi, I have my shader and want to set a parameter (vec4f). Everything works on Desktop, but it is not distributed to the cluster. I am not sure if all setParam are not distributed, it seams to me that the first gets distributed and then no more. Best Regards, Victor

Re: [Opensg-users] Bad performance in cluster with textures

2012-07-23 Thread Victor Haefner
Hello Hannah, How big is your texture? You could try to reduce the size (256x256 for example) to see what happens. Does the performance problems happen only the first few frames? or all the time? Best Regards, Victor --

Re: [Opensg-users] OSG 2.0 GLSL Shader setParameter not distributed

2012-07-24 Thread Victor Haefner
Hi, I'm sorry I forgot I wrapped it, what I call is: SimpleSHLChunkRecPtr shader_chunk; shader_chunk-addUniformVariable(name.c_str(), value); for ... shader_chunk-updateUniformVariable(name.c_str(), value); this eams not to distribute the value I further tried this: for ...

Re: [Opensg-users] OSG 2.0 GLSL Shader setParameter not distributed

2012-07-24 Thread Victor Haefner
Ah, great! Good luck with your presentation! What was it about? Someone asked me if we could visualize volume data, neutron flux in a reactor chamber (scalar field) ..so I took the opportunity to play around with GLSL shader, especially geometry shader ^_^ I replaced every point in my discrete

[Opensg-users] HW Genlock

2012-08-14 Thread Victor Haefner
Hi, I was wondering how to use our hardware genlock. It works well with TechViz, but it seams not to work with OSG. We have a 2x2 tiled front in our Cave, I have a 4x2 Multiwindow (stereo). Where would I check if the genlock is used? Best Regards, Victor

[Opensg-users] calcViewRay artifacts

2012-09-07 Thread Victor Haefner
Hi all, What I do: - I turn the camera around the y axis when I move the mouse - I call calcViewRay every frame and write the x component of the ray direction to a log file: http://www.flickr.com/photos/86793018@N05/7949716088/in/photostream/lightbox/ The problem are the peaks.. I tracked

Re: [Opensg-users] calcViewRay artifacts

2012-09-07 Thread Victor Haefner
simple workaround: bevore: multFull(cctowc, Pnt3f(rx, ry, 1), at ); after: multFull(cctowc, Pnt3f(rx, ry, 0.1), at ); Best regards, Victor -- Live Security Virtual Conference Exclusive live

Re: [Opensg-users] OSG 2.0 textures with alpha channel, sorting

2012-09-08 Thread Victor Haefner
Hi Carsten, Yes I know of that there is no primitive sorting, I forgot to say that the planes are different Objects. I have a scene like this: Room Geometry - some machine - a plane - some other machine - another plane here again the picture, had some problems with attaching it

[Opensg-users] OSG 2 Distribution show hide node-setTravMask(0);

2012-10-17 Thread Victor Haefner
Hi all, It seams that using node-setTravMask(0); to hide and using node-setTravMask(0x); to show nodes is not distributed over cluster :/ I tried with the switch core, that works perfectly. Am I supposed to avoid setTravMask? should I add a switch core to nodes I want only to hide and

Re: [Opensg-users] OSG 2 Distribution show hide node-setTravMask(0);

2012-10-17 Thread Victor Haefner
I'm sorry, found the problem, setTravMask is distributed! :) I had a socket in its external thread using aspect 1.. I really should take a closer look how I handle my threads ^^ Best regards, Victor -- Everyone hates

[Opensg-users] OpenGL

2013-08-09 Thread Victor Haefner
Hi all, I have some difficulties getting atomic counter to work. The first gl call glGenBuffers throws a segfault. I am wondering if this is related to OpenSG stuff or something else. Thank you for your time! Here is my code: .h #ifndef COUNTER_H_INCLUDED #define COUNTER_H_INCLUDED class

Re: [Opensg-users] OpenGL

2013-08-09 Thread Victor Haefner
Hi again, It seams to work now ;) 1) forgot glewInit(), also check if glewInit returns 0 (for me it returned 1) 2) call the init in the glutLoop (glewInit needs a GL context to succeed) 3) I am sorry for the short topic line.. forgot to edit it before sending the mail Best Regards, Victor

[Opensg-users] Deferred Shading on Mac

2013-10-22 Thread Victor Haefner
Hi all, A student of mine wants to use OpenSG on Mac, he has some trouble with the Deferred Shading: at the line #include OpenSG/OSGDeferredShadingStage.h he gets: 1. In file included from /usr/local/include/OpenSG/OSGDeferredShadingStage.h:45: 2. In file included from

[Opensg-users] Collada IO Bug in OSGColladaSurface.cpp

2013-12-02 Thread Victor Haefner
Hi all, I had the problem for a while now that collada files caused a crash, I had this when exporting from blender and using textures under some circumstances (complex to describe). I allways ignored the problem an just fixed the models in blender. Right now I am working on a tool with Gui and

[Opensg-users] OpenSG 2 and Ubuntu 14.04 - COLLADA import

2014-04-23 Thread Victor Haefner
Hi all, I have issues with COLLADA on Ubuntu 14.04, the imported geometry is totally messed up. The scenegraph structure seams to be right, but the vertex data is wrong. If plan on investigating it further, but any help or clues would help a lot as I dont know the code at all. Does anyone have

[Opensg-users] OpenSG 2 - COLLADA animation support - shadows and clustering

2014-05-23 Thread Victor Haefner
Hi all, I have the following questions: Animations: What is the best way if I want to import animations from a collada file? does OpenSG allready parses that information? I would like to avoid to manually parse the collada file ;) Shadows: I have a scene where I use the SimpleShadowmapEngine

Re: [Opensg-users] OpenSG 2 - COLLADA animation support - shadows and clustering

2014-06-02 Thread Victor Haefner
Hi Carsten, Thanks a lot for the reply, knowing where to find the animation data helps a lot. I tried to debug the shadows on cluster applications and I am somewhat stuck. Using gDEBugger I can confirm that the shadow map is like scrambled.. I am not sure how to eliminate bad bounding volumes,

Re: [Opensg-users] OpenSG 2 - COLLADA animation support - shadows and clustering

2014-06-04 Thread Victor Haefner
Hi Carsten, I got the bounding volume from the scene on the cluster server, it looks perfect here how I did it, hope its fine: Vec3f min,max; window-getPort(0)-getRoot()-getVolume().getBounds(min, max); cout max-min; Then I tried to find where the shadow code is happening.. I put a breakpoint

Re: [Opensg-users] OpenSG 2 - COLLADA animation support - shadows and clustering

2014-06-05 Thread Victor Haefner
Hello Carsten, ShadowStage::renderEnter is not called, but are you sure it should get called? As I have written in my first post, I am using the SimpleShadowMapEngine. I set a breakpoint in SimpleShadowMapEngine::runOnEnter and there it is, this gets called :) There the bvMask is allways 0, I

Re: [Opensg-users] OpenSG 2 - COLLADA animation support - shadows and clustering

2014-06-05 Thread Victor Haefner
Found it! ..but I may need help to fix it correctly :) I the function SimpleShadowMapEngine::doLightPass I compared the values of pArea-getLeft (), pArea-getBottom(), pArea-getRight (), pArea-getTop () pArea left, right, bottom and top are the normalized coordinates for the master application

Re: [Opensg-users] OpenSG 2 - COLLADA animation support - shadows and clustering

2014-06-05 Thread Victor Haefner
Hi, Here a fix that works for me: @@ -436,10 +436,11 @@ void MultiDisplayWindow::serverRender(Window *window, updateViewport(serverPort, clientPort); // set viewport size -serverPort-setSize(Real32(l),Real32(b),Real32(r),Real32(t)); +

[Opensg-users] MultiDisplayWindow and threads

2014-09-25 Thread Victor Haefner
Hi all, I am trying to parellelize the rendering of all my Windows. The first step towards this is to render in another thread: Main thread: ... // RenderActionRefPtr ract BarrierRefPtr barrier = Barrier::get(MDW, true); if (barrier-getNumWaiting() == 1) { barrier-enter(2);

Re: [Opensg-users] MultiDisplayWindow and threads

2014-09-26 Thread Victor Haefner
, On 2014-09-25 21:35, Victor Haefner wrote: I see nothing on the cluster client and I get this output: ... WARNING: New container type 'GeoPnt3fProperty' local id '6476' remote id '1100' dies because of missing ref counts. WARNING: New container type 'GeoVec3fProperty' local id '6477

Re: [Opensg-users] MultiDisplayWindow and threads

2014-09-27 Thread Victor Haefner
Hi, I got it to work, I think it was that I had to commit changes in the main Thread before rendering and not afterwards. thanks and best regards, Victor On Fri, Sep 26, 2014 at 10:43 PM, Victor Haefner victor.haef...@gmail.com wrote: Hi Carsten, thanks for those clarifications about

Re: [Opensg-users] Material Override

2014-09-30 Thread Victor Haefner
hi, what about the MaterialGroup ? I havn't used it yet but it could override the materials of the geometries. Victor On Tue, Sep 30, 2014 at 1:27 PM, Michael Raab michael-r...@gmx.de wrote: Yes, I already found that, but as far as I understand the concepts behind, with those cores I can

[Opensg-users] Billboard particle shader

2014-11-04 Thread Victor Haefner
Hi all, the gl_ProjectionMatrix allows me to compute the up and right vector in view coordinates. vec4 right = gl_ProjectionMatrix*vec4(1,0,0); vec4 up = gl_ProjectionMatrix*vec4(0,1,0); I can use those vectors to create a nice quad in the geometry shader. The problem is when using head tracking

Re: [Opensg-users] Billboard particle shader

2014-11-04 Thread Victor Haefner
Hello Carsten, Thanks a lot! this is exactly what I needed!! :) best regards, Victor On Tue, Nov 4, 2014 at 6:30 PM, Carsten Neumann carsten.p.neum...@gmail.com wrote: Hello Victor, On 11/04/2014 06:17 PM, Victor Haefner wrote: the gl_ProjectionMatrix allows me to compute the up

[Opensg-users] Segfault in OSGTypedGeoIntegralProperty.h

2014-11-07 Thread Victor Haefner
Hi, I updated the OpenSG version of my Project (from an older v2 to the current one) Now I have massive problems with strange segfaults: Valgrind: InvalidWrite||Invalid write of size 1| ||Call stack:| /usr/local/include/OpenSG/OSGTypedGeoIntegralProperty.h|161|0x709B8D: void

Re: [Opensg-users] Segfault in OSGTypedGeoIntegralProperty.h

2014-11-07 Thread Victor Haefner
Hi Gerrit, hmm, just looking at this, it looks like osgInit fails to initialize all the types, hence GeoUInt8Property::create creates nothing. One way would be to use a debugger and trace through GeoUInt8Property::create and see why it returns NULL. Another, could you do a 'export

[Opensg-users] Shader gl_Color is wrong

2014-11-08 Thread Victor Haefner
Hi, I have a small problem on my AMD Radeon HD 7500M/7600M - using colors per vertex works without shader - using colors per vertex and a shader accessing them with gl_Color works in older OpenSG 2 - the variable gl_Color in the vertex shader is black with the newest version of OpenSG 2 on

[Opensg-users] single point geometry not visible

2014-11-10 Thread Victor Haefner
Hi, I have a case where I want to display a single point geometry, but it just doesn't show it. The stats foreground shows that the point is there: Drawables: (drawn) points: 1 verts: 1 I worked around it by drawing two points at the same position, not a big deal.. I just wanted to report it,

Re: [Opensg-users] Shader gl_Color is wrong

2014-11-10 Thread Victor Haefner
Hi Carsten, Can you try setting geo-setUseAttribCalls(true) on the relevant Geometry? done, also tried setUseVAO, no changes. It would be helpful to know which code path in Geometry::drawPrimitives you hit (there is big 3 case if statement at the bottom of it) I will try to check that, but

Re: [Opensg-users] single point geometry not visible

2014-11-17 Thread Victor Haefner
Hi Carsten, Could you perhaps try creating your vertex shader with ShaderProgram::createVertexShader(true) [1] and instead of using the built-in vertex attributes in the GLSL code use: gl_Vertex -osg_Vertex gl_Normal -osg_Normal gl_Color -osg_Color this works like a charm for

[Opensg-users] Clustering and attributes

2014-12-05 Thread Victor Haefner
Hi all, I tried to run my application on a cluster and the slaves did not display the geometry with custom attributes and gave me this in console: WARNING: attributes given, but support not enabled, please compile with OSG_ENABLE_OGL_VERTEXT_ATTRIB_FUNCS=ON I tried to recompile the cluster

Re: [Opensg-users] Clustering and attributes

2015-01-08 Thread Victor Haefner
regards, Victor On Mon, Dec 8, 2014 at 4:16 AM, Carsten Neumann carsten.p.neum...@gmail.com wrote: Hello Victor, On 2014-12-05 05:48, Victor Haefner wrote: I tried to run my application on a cluster and the slaves did not display the geometry with custom attributes and gave me

Re: [Opensg-users] OpenSG2: GUI intergration...

2015-06-01 Thread Victor Haefner
Hi, PolyVR (https://github.com/Victor-Haefner/polyvr) uses GTK for editor environment and CEF(https://bitbucket.org/chromiumembedded/cef/) for rendering websites as textures. It allows the editing and hosting of websites and has VR devices, mouse, keyboard etc.. It comes with some examples

[Opensg-users] SSAO, DS stage and textures

2015-08-24 Thread Victor Haefner
Hi all, I have a question regarding the deferred shading stage, how could I add a texture to pass data (for SSAO) to the ambient shader program? Can I access a material somehow to add a texture chunk? Best regards, Victor

Re: [Opensg-users] openSG Status, August 2015

2015-08-26 Thread Victor Haefner
Hello, I started with OpenSG in 2009 and switched to 2.0 quite some time ago. My VR authoring system (https://github.com/Victor-Haefner/polyvr) heavily builds on OpenSG! I am currently trying to get some things up like SSAO but I am paid for doing other stuff and I have a wife ;) Also I would

[Opensg-users] disable vertex colors in a material forcing the use of the diffuse color

2016-01-15 Thread Victor Haefner
Hi all, I have a multipassmaterial to add a selection outline via stencil buffer etc.. My problem is that when selecting a geometry with vertex colors my selection outline is not using the diffuse color of my material but the vertex colors. Can I disable/ignore the vertex colors through a

Re: [Opensg-users] disable vertex colors in a material forcing the use of the diffuse color

2016-01-15 Thread Victor Haefner
On Fri, Jan 15, 2016 at 5:18 PM, Carsten Neumann < carsten.p.neum...@gmail.com> wrote: > Hello Victor, > > On 01/15/2016 08:27 AM, Victor Haefner wrote: > > Can I disable/ignore the vertex colors through a material option? > > If not I think the only way is my

[Opensg-users] Stage access depth buffer to texture

2016-02-04 Thread Victor Haefner
Hi all, I am trying to do metaballs with shaders: - SimpleStage - Geometry (point cloud) - Geometry (fullscreen quad) I setup my stage as in the fbo example with the flag Then I add a geometry with my points (SPH simulation) I then set the result from the stage as texture of a quad which spans

Re: [Opensg-users] tesselation shader

2016-10-19 Thread Victor Haefner
hi all, I have a tool, an editor, where users can write GLSL shader, but I am still missing warning and error output in the gui. How could I get the error logs of the shader compilation and linkage from OpenSG? Best Regards, Victor Häfner

[Opensg-users] tesselation shader

2016-10-18 Thread Victor Haefner
Hi all, I am trying to get tesselation shader to work (OpenSG 2). I got rid of all errors but still nothing to see.. I set them up like that: vProgram = ShaderProgram::createVertexShader (); fProgram = ShaderProgram::createFragmentShader(); gProgram =

Re: [Opensg-users] tesselation shader

2016-10-18 Thread Victor Haefner
Hi all ..and now it works.. ( as usual, right after posting on the list :D ) I missed the part with patch vertices.. sorry for the false alarm :) Best Regards, Victor -- Check out the vibrant tech community on one of

Re: [Opensg-users] tesselation shader

2016-11-01 Thread Victor Haefner
ing(compiler_log)); free(compiler_log); } Would there be a downside on that approach? At least it works with the osg attributes Best Regards, Victor Mit freundlichen Grüßen, Victor Häfner On Wed, Oct 19, 2016 at 3:56 PM, Carsten Neumann < carsten.p.neum...@gmail.com> wrot

[Opensg-users] Shader and state changes

2017-06-26 Thread Victor Haefner
Hi, I have issues when trying to optimize my scene. When using shaders, the number of state changes skyrockets. I dug up this old thread from 2012: https://sourceforge.net/p/opensg/mailman/message/29168885/ Is this still valid? Any idea how I could use shaders and avoid those state changes? I

[Opensg-users] (no subject)

2018-08-25 Thread Victor Haefner
Hi all, I have a scene where I rapidly destroy and remake geometries with shader materials. I had an issue with a corrupted tree structure used in Source/System/State/Shader/Base/OSGShaderCacheTree.inl which resulted in a for loop not terminating at line 3296, there were cycles in the tree

Re: [Opensg-users] (Issue with the ShaderMapCache)

2018-08-25 Thread Victor Haefner
Hello Carsten, thanks for the quick reply! :) > > > I have a scene where I rapidly destroy and remake geometries with shader > > materials. > > hmm, you probably know this, but I would expect this to be fairly > expensive operations. Does your use case allow you to reuse some of > these objects?

Re: [Opensg-users] (Issue with the ShaderMapCache)

2018-08-27 Thread Victor Haefner
Hello Johannes, I tried to replicate it bassed on the deferred shading example with no success :/ I doubt I can easily replicate it in pure OpenSG because my system has become quite complex :( I will maybe try to dig into the shadercache tree code to check where the cycle is created, but this

[Opensg-users] ShaderProcVariable link and unlink parent warning

2018-09-09 Thread Victor Haefner
Hi, I am trying to remove warnings I get in my clustering application. In the main application, I do vProgram = ShaderProgram::createVertexShader(); vProgram->addOSGVariable("OSGViewportSize"); In the slave application I get WARNING: Child ([0x55f55624c6e0] id [1097] type [ShaderVariableOSG]

[Opensg-users] FBOViewport, DeferredShading and PassiveWindow

2018-12-20 Thread Victor Haefner
Hi all, I am having some difficulties with rendering to texture when using a deferred shading stage. When executing my code it should render three times and output to file. The first time it works, the second and third time it does not. When using glut window it works, but I want only to

Re: [Opensg-users] webassembly port

2019-11-05 Thread Victor Haefner
LUTWindow; unless GLUTWindow also > derives from a NativeWindow - sorry I don't remember off the top of my > head... > Good luck! > > Cheers, > Carsten > > On Tue, Nov 5, 2019 at 8:34 AM Victor Haefner > wrote: > > > > Hi all, > > > > > >

[Opensg-users] webassembly port

2019-11-05 Thread Victor Haefner
Hi all, I am attempting a webassembly port of OpenSG ..I got to over 60% :D I'm stuck at VRPassiveWindow.h including VRNativeWindow.h As far as I can tell there are 4 native windows, X, Win32, Cocoa and EAGL Does anybody know how to proceed from there? Would I even need the passive window?

Re: [Opensg-users] OpenSG and Gtk+ 3

2020-12-12 Thread Victor Haefner
020 at 7:51 PM Victor Haefner wrote: > Hmm, I realized the simplestage does also allow to register pre/post > render functors > In the pre render function the active fbo corresponds to the stage fbo > I the post render function too. > When changing the fbo in the pre render functi

[Opensg-users] OpenSG and Gtk+ 3

2020-12-10 Thread Victor Haefner
Hello everyone, I just ported my application from Gtk2 to Gtk3. Until now I used gtkglext to render with OpenSG into a widget. There is a gtk3 port of gtkglext, but I had artifacts that I couldn't get rid of. So I tried GtkGLArea, it works, but I have a problem when using framebuffers (for

Re: [Opensg-users] OpenSG and Gtk+ 3

2020-12-11 Thread Victor Haefner
extra copy, but may be the quickest way to get it running. > > Cheers, > Carsten > > On Thu, Dec 10, 2020 at 3:24 PM Victor Haefner > wrote: > >> Hello everyone, >> >> I just ported my application from Gtk2 to Gtk3. >> Until now I used gtkglext to render

Re: [Opensg-users] OpenSG and Gtk+ 3

2020-12-11 Thread Victor Haefner
ing them wont help. I may still try with a stage as you suggested, best regards, Victor On Fri, Dec 11, 2020 at 5:48 PM Carsten Neumann wrote: > Hello Victor, > > On Fri, Dec 11, 2020 at 10:54 AM Victor Haefner > wrote: > >> ..hmm, I think thats what glarea is already d

[Opensg-users] Deferred Shading and Multisampling

2021-04-22 Thread Victor Haefner
Hallo, I am trying to get multisampling working with the deferred shading stage. I tried setting the render target with an FBO with fbo->setEnableMultiSample(true); fbo->setColorSamples(4); fbo->setCoverageSamples(4); but this does nothing, I also tried to set those on the color

Re: [Opensg-users] Installation of OpenSG on Ubuntu 20.04

2021-02-16 Thread Victor Haefner
://github.com/Victor-Haefner/OpenSGDevMaster I have a packaging repo for my engine, also with OpenSG, should work for Ubuntu 18.04, until I get the time to build for Ubuntu 20.04 https://github.com/Victor-Haefner/polyvr-packaging There you can find shell scripts to compile Collada or OpenSG using

[Opensg-users] (no subject)

2021-02-16 Thread Victor Haefner
Dear all, I just spend some time to finally get video+audio working together My issue is the frame rate.. it drops to 13-16 fps for a resolution of 1920x1080 I use libav and OpenAL, but this should not matter as I decode everything in a thread.. There I also write the frame data into OSG