Hi Robert, Hi others,
as you may get from the latest mailing list topics on Parallel Split Shadow
Maps implementation and fixes, we get some flickering effect in the shadow
if we are working in multi-threaded osgShadow.exe example. By add the
--SingleThread parameters, it works fine, no more
Have a look at the latest Parallel Split Shadow Map Implementation and have
a look at its discussion
regards
adrian
2008/5/20 Virginia Holmstrom [EMAIL PROTECTED]:
Has anyone attempted to implement shadows on a solar system-sized scene? Is
there a recommeded approach for this? Can the Depth
Hello,I am using spotlight in one of the code. But when the light of the spotlight falls on a texture. It does not enlighten it. That means I cannot use spotlight on textures?--Shubham Gupta
What is your Emotional Quotient? Find out.
___
Hi Robert,
Thanks for quick and informative answer.
In terms of implementation the route to take is write a
Registry::ReadFileCallback that ...[snip]...
Hmm... this sounds a bit complicated, especially since I am an OSG newbe.
If you are building with the VPB --terrain option rather than
Hi!
Today I tried to adapt you example to texture2D as input textures and
rendertargets but no luck. With texture2Drect works fine but with texture2d it
doesn’t work at all. I use 8600GT under vista with 174 drivers(osg svn)
Roman
-Original Message-
From: [EMAIL PROTECTED]
Adrian Egli OpenSceneGraph (3D) wrote on Wednesday 21 May
2008:
test
osgshadow --pssm --SingleThreaded --no-base-texture
# osgshadow --pssm --SingleThreaded --no-base-texture
starting viewer loop...
PSSM PolygonOffset: units=0.5 factor=0.5
PSSM PolygonOffset: units=0.5 factor=0.5
PSSM
Hi,
I think my example does not use FBO in the correct way. It does not seem
to be good to attach textures as both input and output. For example in
my demo the output is not always the same.
I have made a new example that uses two cameras with switches above them
to do ping-pong and this
Hi,
again the question, In front of my bump Map i got an opacity map. Bump map
works. Opacity maps works also. But on the transparent areas in my opacity map,
I cannot see the Bumpmap instead of that the I the background color is
displayed. Here is an excerpt of the osg File:
Group {
Adrian Egli OpenSceneGraph (3D) schrieb:
Hi all,
i still come around with some changes. :-) now the near - far clip plane
are more optimized, but i hope it's shows still correct shadows for all
of your test cases.
Its updated with latest PSSM version (from this morning,MEZ)
Good morning @all
I have a question about setting colors of a geometry. We have 3d-
objects which is described by a triangle area.
This triangle area has a color, which is set with a ColorArray and a
ColorBinding (BIND_OVERALL)
Now I want to give a inner and outer color for the triangle
You should split the specular lighting from the ambient+diffuse
lighting. It should be something with the Light Model of OpenGL.
Try code similar to:
osg::LightModel* lightModel = new osg::LightModel;
lightModel-setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
El Miércoles 21 Mayo 2008ES 10:18:58 Daniel Moos escribió:
Good morning @all
I have a question about setting colors of a geometry. We have 3d-
objects which is described by a triangle area.
This triangle area has a color, which is set with a ColorArray and a
ColorBinding (BIND_OVERALL)
Now
No one have any idea on how to do it ?
I just need to get alpha value on a material on a picked node.
Thanks,
Regards,
Vincent.
2008/5/20 Vincent Bourdier [EMAIL PROTECTED]:
Hi all,
trying to get alpha value on a material, on a node, I use
mat-getAmbient(osg::Material::FRONT).a()
but
El Miércoles 21 Mayo 2008ES 10:29:10 Vincent Bourdier escribió:
No one have any idea on how to do it ?
I just need to get alpha value on a material on a picked node.
Thanks,
Regards,
Vincent.
2008/5/20 Vincent Bourdier [EMAIL PROTECTED]:
Hi all,
trying to get alpha value on a
Hi Alberto.
I've identified the bug and solved it...(getting material problem)
The problem still here is not the same now and it not depends on OSG.
Thanks for help, and sorry for the inconvenience.
Gracias ;-)
Vincent.
2008/5/21 Alberto Luaces [EMAIL PROTECTED]:
El Miércoles 21 Mayo 2008ES
Hi Ben,
I've just done a quick review and the code looks correct to me.
Now ShadowMap comes along, and the above code computes (0x4 0x2) == 0. A
visitor mask of 0 finds nothing. That's not right.
No it's perfectly correct, this is how traversal masks are meant to be
used. However, if
Hi Paul,
I'd say that osgSim::OverlayNode is uses projective texturing,
rather than can be used for projective texturing. As for decal
effects, this is such a broad brush I can't really answer the question
without more qualification. osgSim::OverlayNode's typical use if
adding country
Hi Adrian,
I've got my head down dealing with some other complex areas of the OSG
right now - it's even a multi-threaded part... so I'm not in a good
place to dive into discussion about other complex areas. Give me a
week and I'll be a in better position.
Robert.
On Wed, May 21, 2008 at 8:01
Hi John,
Comments at bottom
On Wed, May 21, 2008 at 8:09 AM, John Vidar Larring
[EMAIL PROTECTED] wrote:
This gave me an idea to how I could implement the verical exaggeration
feature for osgTerrrain databases. Please review the below and comment on
any conceptual errors so that I won't
Hi all ~
I implement the code ,
//
struct MyUpdateCallback : osg::Drawable::UpdateCallback
{
virtual void update( osg::NodeVisitor* , osg::Drawable* drawable )
{
Thanx JP. Sorry for my mistake (forget about texture coordinates in fragment
shader that differ from texture rectangle to texture2D) but all your example
works fine and have same framerate 1000 fps.
I try to modify my example to see my framerates to choose method of rendering.
Thanx
Bye
Roman
Hi,
please use the latest example.
The first one I sent has some problems: it makes mistakes in reading
some input texture values because the textures are bound as input and
output. Multiple runs of the example gave multiple results, but the
results should be the same every time. The latest
Thanks for your reply...
I already have played a little bit with osg::Material. But I don't
create two colors... Below is my try:
osg::ref_ptrosg::Material material = new osg::Material;
material-setColorMode(osg::Material::AMBIENT_AND_DIFFUSE); //
switch glColor usage off
HI Daniel,
You'll need to use the osg::Material StateAttribute to set two sided lighting,
the ColorArray on the osg::Geometry won't help you here as it only supports
a single colour (as does OpenGL for vertex colours). For info on osg::Material
its best to consult OpenGL docs of glMaterial
Hello,I want to ask you if we can get a handle to a win32 window (hwnd) for anosgViewer::Viewer .In fact, I want to use a 3Dconnexion mouse (SpaceNavigator) and theircurrent API suppose that the thread create windows to support messageloop.Thank your for your
Thanks Robert,
no problem take your time for other new features. in the mean time i
will progress in PSSM as well...
regards adrian
2008/5/21, Robert Osfield [EMAIL PROTECTED]:
Hi Adrian,
I've got my head down dealing with some other complex areas of the OSG
right now - it's even a
Hi all,
Quick question that about textures. Once I've loaded an image into a Texture2D
object and bound that to a state set, does the image information remain in
system memory or is deleted after it's been stored in the graphics card?
Assuming that I don't use a ref_ptr that is.
Regards,
On Wed, May 21, 2008 at 10:06 AM, Daniel Moos [EMAIL PROTECTED] wrote:
Thanks for your reply...
I already have played a little bit with osg::Material. But I don't create
two colors... Below is my try:
osg::ref_ptrosg::Material material = new osg::Material;
On Wed, May 21, 2008 at 10:41 AM, Kim C Bale [EMAIL PROTECTED] wrote:
Hi all,
Quick question that about textures. Once I've loaded an image into a
Texture2D object and bound that to a state set, does the image information
remain in system memory or is deleted after it's been stored in the
Thank you very much...
Now it works great. Here is my code if other has the same problem.
//create twosided lightning for model
osg::ref_ptrosg::LightModel lightModel = new osg::LightModel();
lightModel-setTwoSided ( true );
states-setAttributeAndModes ( lightModel.get(),
When I upgrad version of OSG from 2.4 to version 2.5 I get some problems with
PNG images. When I use PNG image with opacity in my scene on version 2.5 image
disappeared but on v2.4 it looks correct (with normal opacity). I build sources
of v2.5 on VS2005(and I tryed compile them under VS2008)
El Miércoles 21 Mayo 2008ES 13:05:58 GMD GammerMaxyandex.ru escribió:
When I upgrad version of OSG from 2.4 to version 2.5 I get some problems
with PNG images. When I use PNG image with opacity in my scene on version
2.5 image disappeared but on v2.4 it looks correct (with normal opacity). I
HI Monia,
You can get the hwnd from the GraphicsWindowWin32 class, you'll find
the head for this in
OpenSceneGraph/include/osgViewer/api/Win32/GraphicsWindowWin32
You can get the GraphicsWindow from the viewer either via the
viewer.getWindows(Windows) method
or from the Camera's in the Viewer
I am trying to use writeNodeFile in the osgdotnet wrappers but it
appears not to be implemented. I found the following post that
suggests that it could have been updated or at least looked into. Is
it still an issue? Is there are quick hack that I can do to get it
working?
I found a dusty part of our code where we have a Projection and a Camera. I've
found an old email (2006) from this list about how the Projection is deprecated
in favor of the Camera. I just wanted to check-is this correct? If we've got
a Camera, we don't need a Projection?
thanks
andy
Adrian,
Do you remember my suggestion that changing DataVariance might help ?
In certain threading modes osgUtil::Renderer uses 2 SceneViews to cull and
render 2 consecutive frames concurently. Robert used to call it
doublebuffering, first of these SceneViews culls and renders odd frames and
Hi Andy,
On Wed, May 21, 2008 at 1:11 PM, Andy Skinner
[EMAIL PROTECTED] wrote:
I found a dusty part of our code where we have a Projection and a Camera.
I've found an old email (2006) from this list about how the Projection is
deprecated in favor of the Camera. I just wanted to check—is this
I integrate your last example with my cellular automata and have some results
my approach 100 fps no fbo switching 2 cameras.
your approach 70 fps with fbo switching 1 camera.
maybe switching fbo is very costly to OGL state mashine?
Roman
-Original Message-
From: osg-users-bounces
On Tue, May 20, 2008 at 8:18 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
The intention of this code is that with defaults things would work as
before so if
things aren't then its a bug on the OSG side. I guess there could be
an issue on your side w.r.t
assumptions of how things work,
Thanks. Turns out we didn't have a transform--the Projection was a workaround
for some bug that has since been fixed. Apparently the near and far clipping
planes weren't correct at some point, and for some reason having this
Projection node helped. I've removed it, and all seems well.
Hello all,
This may be a trivial question, but how do I set up the light for the PSSM
Shadow Technique?
I've got a light added at my scene graph's root, which is currently a
sibling of the ShadowedScene node, could this be the reason why the
technique never finds it?
Thanks in advance,
Hi,
Роман Григорьев wrote:
I integrate your last example with my cellular automata and have some results
my approach 100 fps no fbo switching 2 cameras.
What does your approach do? Rebind targets?
your approach 70 fps with fbo switching 1 camera.
maybe switching fbo is very costly to OGL
Sorry if this has come up before...
I'm attempting to compile OSG 2.5 and when I do the ./configure, I get:
CMake Error: Error in cmake code at
/OSG_PATH/OSG_OP_OT-2.5/OpenSceneGraph-2.5.0/CMakeLists.txt:214:
INCLUDE Could not find include file: FindPkgConfig
Current CMake stack:
Hi all,
I'm searching on OSG website but I didn't found something like the Reference
documentation or guide of OpenThread...
Any idea where I can find headers ? or real documentation ?
Thanks
Regards,
Vincent.
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osg-users mailing list
Hey Ben,
On Tue, May 20, 2008 at 6:20 AM, Ben Discoe [EMAIL PROTECTED] wrote:
I noticed that using osgShadow::ShadowMap in my scene makes everything very
dark, even nodes not part of the shadowed scene. Studying the OSG code, i
found this in ShadowMap.cpp, in ShadowMap::cull:
There is an osg::notify at osg::WARN level in the CullVisitor in
updateCalculatedNearFar(matrix, drawable, isBillboard).
There are several, actually, but I'm asking about this one:
if (d_near0.0) osg::notify(osg::WARN)2) sett near with
d_near=d_near std::endl;
else
Robert,
It seems I've got my pixels all up in a bunch!
I have:
1) a SceneView with:
View matrix = identity
Projection matrix = identity
Viewport = 0,0 to window width, window height
2) a pre render camera (renders texture successfully) with:
RELATIVE_RF
Target = FRAME_BUFFER
View matrix =
Hi John,
Relying upon Render To Texture when using the frame bufffer is not
reliable as the results are dependant on the frame buffer management
of the window manager/OpenGL driver. What you are seeing is nothing
out of the ordinary and there is nothing the OSG can do to prevent
this problem if
Hi Andy,
I haven't seen warnings like this for a lng while... they usually
suggest that some internal computation of the near/far distances for
objects in the scene is in some way messed up.
Is it possible to recreate this warning with osgviewer when loading
one of your models?
Robert.
On
Robert,
The problem is that I have to support multisampling and Windows. I
haven't been able to use PIXEL_BUFFER modes. Is there any way that I can
accomplish what I'm trying to do without reallocating a texture on every
window size event? It's killing my memory.
Thanks,
John
P.S. When is your
Hi John,
On Wed, May 21, 2008 at 5:34 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
The problem is that I have to support multisampling and Windows. I
haven't been able to use PIXEL_BUFFER modes. Is there any way that I can
accomplish what I'm trying to do without reallocating a texture
I'll see about turning on the warnings. I actually haven't gotten the warning
messages, but stepping through the code I found that it went through the case
where the warning would come out if we were listening.
I've found out more about the situation. Someone created the object to be near
When I compile OSG 2.4, I'm getting compiler errors when it gets to the CURL
plugin.. I have CURL 7.10.6 installed. I'm getting CURLINFO_HTTP_CONNECTCODE
and CURLINFO_RESPONSE_CODE being undefined. I see these defined in 7.12.1 of
CURL but not in 7.10.6 (where I do my compiles).
What is the
Hi Andy,
For orthographic view you may well be best to not use the inbuilt
near/far computation as the results will seem a bit perplexing. I'd
also recommend against using orthographic views where the camera is
not entirely outside the objects its viewing, otherwise you get visual
confusion.
Hi Paul,
I looks like we'll either need to add some compile checks into the
curl plugin to pick up on these codes, or perhaps even define them
ourselves, or automatically detect the curl version and not compile
against it.
The way to disable right now involves going into ccmake . and the set
the
Art (or anyone else),
First I like to say osgPPU is really fantastic!!!
I'm using osgPPU 0.2 on OSG 2.2. I had to add my own version of
osg::Shader::readShadefFile to get it to compile/run on osg 2.2. So far so
good. I can run the examples and I've created my own test application.
My test
Hi all again,
now i came from ATI X1600M test, same artifact as you described, small
shadowed line. i will try to figure out where it comes from. i guess we have
to set another polygonoffset. 0.5,0.5 is may not as good as it seams to be.
may -0.5,-0.5 or -1.0,-1.0 will work for ATI and NVidia.
Hi Brian,
First I like to say osgPPU is really fantastic!!!
yes, in deed ;-)
I'm using osgPPU 0.2 on OSG 2.2. I had to add my own
version of
osg::Shader::readShadefFile to get it to compile/run on osg
2.2. So far so
good. I can run the examples and I've created my own
test
Art,
I did use my own timings and there's no question the application runs much
faster with stats on. Zoom, pan, rotations are all much, much faster and
smoother with stats on.
I agree it shouldn't be this way.
Try adding this to your viewer and see it you get the same results.
I dug through the archives and found a post from January saying OSG worked
with COLLADA 1.4.1 DOM 1.3; is this no longer the case? Because I'm getting
several compile errors with the current SVN head of OSG.
Assuming I need to upgrade the COLLADA DOM, can anyone point me to prebuilt
Windows
Hello folks.
I just can't seem to leave this alone and now I need a little insight.
As has been reported before when trying to use OSG on Cygwin we
experience some hangs and I believe this has been confirmed by Alberto
Luaces. Working with debug version of the Cygwin Dll and debug version
Yeah, OSG uses DOM 2.1 now. There are no pre-built binaries for the DOM
anymore. You'll need to build it yourself, which is fairly simple as
long as you have a recent version of Visual Studio (2005 or 2008).
Instructions are available on the DOM wiki:
Hi Brian,
hmm, I have tried it and I do not get higher speed out of it. I included the
stats handler and pressed 's'. I can see statistics on the screen, however I do
not get higher frame rate.
Maybe the problem is somewhere else (vsync, ...).
I appologies I can not go deeper in that problem
Art,
Don't worry about it. I was just looking to see if someone else experienced
the same behavior. It's probably specific to my installation. I'm just
doing some prototyping and can come back to this later.
Thanks,
Brian
[EMAIL PROTECTED] wrote: -
To: OpenSceneGraph Users
Thanks, Steve -- Yep, building from DOM v2.1 source turned out to be trivial
and I've now successfully built the OSG plugin.
The DOM's VS8 proj/sln files place debug and release libs in two different
places, but I only saw one OSG CMAKE variable for the COLLADA library, so I
must choose one or
Mixing release\debug libs is BAD on windoze Paul.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Wednesday, May 21, 2008 5:52 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] COLLADA DOM version requirements
Thanks, Steve
Yeah, I had the same problem. I don't think the Collada plugin's CMake
setup is very good right now unfortunately. The big problem here is that
linking the release version of the DOM into the debug version of OSG
won't work. Not on Windows anyway. Same goes for trying to link the
debug DOM into
Hi
Currently osgdem (vpb-0.9.7) in paged-LOD mode generates various subtiles for
textures which can be output as dds files. I need to subtile my DEM data in the
same way as dds files, so I tried passing the DEM as a texture with -t . But
the sub-tiles generated when viewed in OSG viewer are
Thanks for the info. I'll look into fixing OSG's CMake to support both debug
and release DOM libs.
-Paul
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of [EMAIL PROTECTED]
Sent: Wednesday, May 21, 2008 4:03 PM
To: OpenSceneGraph Users
Subject:
Mixing release\debug libs is BAD on windoze Paul.
Yeah. I know it's possible to do if certain conditions are met, such as
avoiding STL in the API, and not mixing debug and release heap
modifications. Not being familiar with the DOM API, I thought I'd ask... But
I'm not surprised at the
Hi Robert,
the ReaderWriterCURL.h is missing from the repository r8325.
/ulrich
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Hi everybody,
I just subscribed to this list only for this question that bother my since a
week...I searched in the list about using SceneView to pick geometry but all
I found is a mail saying to just use the osgViewer class and all work...
The Viewer is creating a window and manage input which I
Ok...forget that...I just discovered that the Viewer has some kind of
manipulator...sorry for bothering ya!
On Wed, May 21, 2008 at 11:04 PM, Daniel Grondin [EMAIL PROTECTED]
wrote:
Hi everybody,
I just subscribed to this list only for this question that bother my since
a week...I searched in
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