Hi Robert,
OpenSceneGraph have a strange behavior when I set a shader and an
uniform variable on the state set of a geode which have no drawable.
I write a very simple osg scene file to show you my problem (see the
attachment).
I have a group which have 2 children :
* a geode without any
Hi,
Just wanted to report an issue I have observed.
I cannot get osgviewer to render .osg-files correctly when configured with
Dualview (2 screen setup) on Windows XP. Windows setup for two monitors can be
doen in different ways, among others a Dual View (sort of two independent
screens) and a
Hi Robert,
Here is the output :
~/Projects/OpenSceneGraph/build$ cmake ..
-- Configuring done
CMake Error in src/osgPlugins/curl/CMakeLists.txt:
Cannot find source file ReaderWriterCURL.h. Tried extensions .c .C .c++
.cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx
--
Mathieu
Hi Thibault
Thanks for help, I'll look at headers, I forgot they were downloaded with
sources...
Regards,
Vincent.
2008/5/22 Thibault Genessay [EMAIL PROTECTED]:
Hi Vincent
On Wed, May 21, 2008 at 5:38 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
I'm searching on OSG website but I
-
From: Robert Osfield
Sent: Tuesday, May 20, 2008 10:47 PM
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
Hi Mathieu,
Sorry about this, missed a svn add when checking in my recent work on
paging. The missing file is now checked in.
Robert.
On Thu, May 22, 2008 at 8:21 AM, Mathieu MARACHE
[EMAIL PROTECTED] wrote:
Hi Robert,
Here is the output :
~/Projects/OpenSceneGraph/build$ cmake ..
--
-
From: Alejandro Segovia
Sent: Wednesday, May 21, 2008 5:50 AM
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
Mike, Eric
Thanks for the response.
I've not installed SP1 for VS2005 so this may well be the problem. I'm
going to get it installed and then I'll try again.
When I've done this I'll get back to say whether it's sorted.
Colin
Colin Rayment
Principal Consultant
Tel: 01373 852063
Hi,
I've not been following the discussion in detail, have only a single
comment below...
Ben Discoe wrote:
-
From: Robert Osfield
Sent: Tuesday, May 20, 2008 10:47 PM
Hi Ben,
I've just done a quick review and the code looks correct to me.
Now ShadowMap comes along, and the above
HI Brian,
Good detective work, looks like you are now much closer to
characterising the bug.
The bug certainly seems to be a cygwin bug, unless the OSG's handle is
being corrupted
for some reason. This code works fine on other platforms so I
wouldn't expect the later
to be an issue.
Perhaps
Hi Renzil,
I don't really understand what you mean. The database built by osgdem
doesn't contain any DEMs, it's either just polygonal based or using
osgTerrain::TerrainTile if you use the --terrain option. osgdem
builds the geometry data based on the DEMs it loads, but once the
geometry is
Hi Daniel,
The osgViewer library can be used in a number of different ways, have
a look at the osgpick, osgviewerSDL/osgviewerGLUT examples for
examples of picking and integration with basic 3rd party windowing
toolkits. For more sophisticated windowing there are other osgviewer*
examples too.
Hi Stephane,
When I run
osgviewer scene.osg
I get a red cow, which looks correct. I'm using the SVN version of
the OSG under 64bit Kubuntu 7.10 on a Quad core Intel chip with NVidia
drivers/7800GT.
Robert.
On Thu, May 22, 2008 at 7:29 AM, Stephane Lamoliatte
[EMAIL PROTECTED] wrote:
Hi
Hi Endre,
There is a chance that you've hit upon a NVidia driver bug. I can't
recall the thread but have a look back over the last few weeks email
exchanges for Windows/Nivida dual view bugs. There is a proposed bug
fix as well which involves calling makeCurrent twice.
Robert.
On Thu, May 22,
Hi Ben,
Thanks for investigating, with my fix I obviously made the assumption
that the ShadowedScene contained the whole scene graph. As for using
a separate light, this might well be the best route, one would
probably need to keep overwriting it's values each frame from the main
one. There
Hi Ben,
On Thu, May 22, 2008 at 8:22 AM, Ben Discoe [EMAIL PROTECTED] wrote:
I'm sorry, but a node mask of 0 matches no nodes, and that's definitely not
correct; this Visitor is supposed to find nodes which are drawn and cast
shadows. If it finds no nodes, it's not correct. The question
Hi Endre,
Yep, sounds like the case I traced. You may try my workaround
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/27702/focus=
27807. Yesterday I got a confirmation from NVidia they verified the bug and
opened it for fixing.
Cheers,
Wojtek
-Original Message-
From:
-
From: J.P. Delport
Sent: Wednesday, May 21, 2008 9:51 PM
I've not been following the discussion in detail, have only a single
comment below...
The code:
cv.setTraversalMask( traversalMask
getShadowedScene()-getCastsShadowTraversalMask() );
Using a binary 'and' here
-
From: Robert Osfield
Sent: Wednesday, May 21, 2008 10:20 PM
On Thu, May 22, 2008 at 8:22 AM, Ben Discoe [EMAIL PROTECTED] wrote:
I'm sorry, but a node mask of 0 matches no nodes, and that's definitely
not correct; this Visitor is supposed to find nodes which are drawn and
cast
Hi Ben,
If you are saying that avoiding conflict between bit values is inappropriate,
that there should always be overlap, then what use does this statement serve:
cv.setTraversalMask( traversalMask
getShadowedScene()-getCastsShadowTraversalMask() );
If there is always overlap, then =
Mike, Eric
I've installed SP1 and rebuilt OSG using Mike's 3rd Party distribution.
The plugins are all now loading fine.
It seems that if you build OSG with vanilla VS2005 C++, it builds ok but
some of the plugins that use the 3rd part libraries don't load.
Colin
Colin Rayment
Principal
From: Robert Osfield
Sent: Tuesday, May 20, 2008 10:47 PM
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
Robert,
I have found a partial workaround; save the light's Ambient value at the top of
cull(), and restore it before the bottom of the function.
That seems to retain the desired behavior:
.. so that the ambient bias uniform can take it's affect
The ambient bias still takes effect. I can
Hi
I'm writing a plug-in that is able to generate terrain on the fly on the GPU,
which works with the paged-LOD system provided by osg. For it to work, I need
my DEMs in their original raster formats (like tif), and I also need my DEMs to
be 'subtiled' similar to how the textures are
Hi
I'm writing a plug-in that is able to generate terrain on the fly on the GPU,
which works with the paged-LOD system provided by osg. For it to work, I need
my DEMs in their original raster formats (like tif), and I also need my DEMs to
be 'subtiled' similar to how the textures are
Hi All,
Over the last week I've been working on improving the performance of
the DatabasePager when paging data over http, and storing the tiles in
a local file cache, I checked in the first cut of the work last night.
Previous rev of the DatabasePager had only a single thread for
reading tiles,
Hi Ben,
I don't think this will work, as the cull traversal just stores the
data in the rendering back (RenderLeaf/RenderBin/StateGraph) that is
later traversed in the draw traversal. This will mean that you change
will in effect restore the ambient light to what is appropriate for
the rest of
Hi Ben,
On Thu, May 22, 2008 at 10:38 AM, Ben Discoe [EMAIL PROTECTED] wrote:
That intention would be accomplished by this code:
cv.setTraversalMask( getShadowedScene()-getCastsShadowTraversalMask() );
ing with the traversalmask does not accomplish anything useful:
1. in the case of
Robert,
cv.setTraversalMask( traversalMask
getShadowedScene()-getCastsShadowTraversalMask() );
If there is always overlap, then = with traversalmask is a no-op. That
isn't logical.
The intention is that traversal is restricted to only subgraphs that
have the CastShadow bits
Hi Robert,
I have a red cow too, but it is not correct !
I send to you a graphical view of the scene graph in the file.
I put the shader on the state set of anEmptyGeode, and it is applied
on the cow. It is not correct at all !
Robert Osfield a écrit :
Hi Stephane,
When I run
osgviewer
Hi Robert,
The current SVN doesn't compile under Windows :
openscenegraph\src\osgdb\databasepager.cpp(910) : error C4716:
'osgDB::DatabasePager::setSchedulePriority' : must return a value
And there are some warnings :
3.\DatabasePager.cpp(699) : warning C4355: 'this' : used in base member
Hi Serge,
On Thu, May 22, 2008 at 10:46 AM, Serge Lages [EMAIL PROTECTED] wrote:
The current SVN doesn't compile under Windows :
openscenegraph\src\osgdb\databasepager.cpp(910) : error C4716:
'osgDB::DatabasePager::setSchedulePriority' : must return a value
Now fixed and checked in.
And
Hello,
I would like set up the multisamples for my viewer.
First I create a object DisplaySettings and after this I call the function
setNumMultiSamples.
osg::DisplaySettings* ds = new osg::DisplaySettings();
ds-setNumMultiSamples( 8 );
But nothing was happened. The Viewer still use the global
Hi Robert,
Going back to scene graph?
have I to create 1) a scene with one geode for each geometry? or 2) only one
geode containing all N geometry?
My question is:
Why do the two solutions seem to behave in the same way?
Should the first way better fot frustum culling phase?
I thought each
HI Renzil,
osgdem doesn't support what you want to do, it's never been intended
to be used this way so I'm afraid you are one your own.
Robert.
On Thu, May 22, 2008 at 10:48 AM, renzil d'souza [EMAIL PROTECTED] wrote:
Hi
I'm writing a plug-in that is able to generate terrain on the fly on
Hi Martin,
You should set the multi-sample hint before you create the viewer, it
only uses these values when the viewer creates its graphics contexts
via the osgViewer::View::setUpView*() methods. The DisplaySettings
multi sample values aren't used
after this initialization.
Also if you are
Ben and Robert,
I tried to avoid this discussion beacuse I am just leaving and will be back on
monday, but this topic is also on my agenda, so I decided to join. I will be
responding on monday.
Ben, the change you did in practice equals to simply removing the line setting
mbient to 0.
On Thu, May 22, 2008 at 11:53 AM, fabio riot [EMAIL PROTECTED] wrote:
Hi Robert,
Going back to scene graph?
have I to create 1) a scene with one geode for each geometry? or 2) only
one
geode containing all N geometry?
My question is:
Why do the two solutions seem to behave in the same
HI Wojteck,
The fix the ambient light contribution one has to tweak the vertex
program rather than the the fragment program, unless one moves the
light computation to be per pixel rather than per vertex.
Robert.
On Thu, May 22, 2008 at 12:05 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Hi Robert,
The fix the ambient light contribution one has to tweak the vertex
program rather than the the fragment program, unless one moves the
light computation to be per pixel rather than per vertex.
Agree, my shaders include Vertex shader. Thats what also said in the end of
my post. I
RedHawk 2.3.2 has version 7.10.6 of curl (see attached)
RedHawk 4.2.1 has version 7.12.1 of curl..
At first, I thought maybe you could just swap constant names but I'm not sure
its that simple..
With all these curl versions out there, it would be nice if the curl plugin
wasn't compliled if it
Hi Robert,
All these things are good news ! :)
I am currently building and I'll let you know how it works here (I have a
custom PagedLOD which calls requestNodeFile).
On Thu, May 22, 2008 at 12:09 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi All,
Over the last week I've been working on
Hi Serge.
On Thu, May 22, 2008 at 10:46 AM, Serge Lages [EMAIL PROTECTED] wrote:
And there are some warnings :
3.\DatabasePager.cpp(699) : warning C4355: 'this' : used in base member
initializer list
3.\DatabasePager.cpp(700) : warning C4355: 'this' : used in base member
initializer list
Hi Robert,
On Thu, May 22, 2008 at 1:44 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
I am also particularly interested in feedback from yourself on the
performance of the new DatabasePager
and curl plugin on your own databases. These changes should mean that
you should get the performance
Hi Serge,
On Thu, May 22, 2008 at 1:09 PM, Serge Lages [EMAIL PROTECTED] wrote:
We've made lots of performances tests from 1 thread with a curl multi
handler to 20 threads with single handlers. Let's say that the version with
only one multi handler thread is finally the better one as having
On Thu, May 22, 2008 at 1:17 PM, Philip Lowman [EMAIL PROTECTED] wrote:
On Thu, May 22, 2008 at 7:30 AM, [EMAIL PROTECTED] wrote:
I couldn't find these strings in the ccmake window (maybe I'm blind :-).
Some of these strings may be under the advanced section of
ccmake/cmakesetup.
I've just
On Thu, May 22, 2008 at 12:09 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
Another change to the DatabasePager was to store the DatabaseRequest
objects that are used internally by the pager directly on the
ProxyNode/PagedLOD nodes as well as internally in the various queues
in the
Hi Serge,
On Thu, May 22, 2008 at 1:42 PM, Serge Lages [EMAIL PROTECTED] wrote:
Hum... Should it be possible to make the PagedLOD getDatabaseRequest method
virtual ? :)
This would possible. It is however, something that is meant to be
maintained by the
DatabasePager directly, and all it needs
On Thu, May 22, 2008 at 8:35 AM, Robert Osfield [EMAIL PROTECTED]
wrote:
On Thu, May 22, 2008 at 1:17 PM, Philip Lowman [EMAIL PROTECTED] wrote:
On Thu, May 22, 2008 at 7:30 AM, [EMAIL PROTECTED] wrote:
I couldn't find these strings in the ccmake window (maybe I'm blind :-).
Some of
On Thu, May 22, 2008 at 2:47 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Serge,
On Thu, May 22, 2008 at 1:42 PM, Serge Lages [EMAIL PROTECTED]
wrote:
Hum... Should it be possible to make the PagedLOD getDatabaseRequest
method
virtual ? :)
This would possible. It is however,
Hi Philip,
On Thu, May 22, 2008 at 1:48 PM, Philip Lowman [EMAIL PROTECTED] wrote:
Most built in find modules for CMake don't go so far as to cache version
numbers. The new interface for find_package() in 2.6.0 provides a mechanism
for a caller to declare a minimum version they need which
Hi,
I had a *GLSL shader* in a scene with shadows, that use a *osg::**
shadowedScene* and it doesn't work. What is the problem?
Can I combine my GLSL shader and a shadowed scene??
I test it in the *osgshadow.cpp* example, i had this sample of code
(with the basic shader of phong, with no
Hi Paul,
On Thu, May 22, 2008 at 12:30 PM, [EMAIL PROTECTED] wrote:
RedHawk 2.3.2 has version 7.10.6 of curl (see attached)
RedHawk 4.2.1 has version 7.12.1 of curl..
At first, I thought maybe you could just swap constant names but I'm not sure
its that simple..
With all these curl
Hi Serge,
On Thu, May 22, 2008 at 1:57 PM, Serge Lages [EMAIL PROTECTED] wrote:
I customize the data storage. :)
My PagedLOD is really particular because it doesn't store directly nodes,
but layers (we have the texture, the terrain and the data on top of the
terrain in different layers) and
Hi Fabio,
Perhaps others can help you. I've already written a huge amount on
this thread. I'm afraid I have too many other tasks to keep giving
out free consultancy on performance optimization.
Robert.
On Thu, May 22, 2008 at 1:59 PM, fabio riot [EMAIL PROTECTED] wrote:
it's mean that :
if
Hi All,
In the osgTerrain::GeometryTechnique buffer._transform is not added
to scene graph explicitly using addChild, can any one tell me how it
is then getting rendered.
RJ
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osg-users@lists.openscenegraph.org
ok however, thanks
2008/5/22 Robert Osfield [EMAIL PROTECTED]:
Hi Fabio,
Perhaps others can help you. I've already written a huge amount on
this thread. I'm afraid I have too many other tasks to keep giving
out free consultancy on performance optimization.
Robert.
On Thu, May 22, 2008
On Thu, May 22, 2008 at 2:38 PM, Rahul Jain [EMAIL PROTECTED] wrote:
Hi All,
In the osgTerrain::GeometryTechnique buffer._transform is not added
to scene graph explicitly using addChild, can any one tell me how it
is then getting rendered.
It's all done by the
Hi Serge,
On Thu, May 22, 2008 at 2:11 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
I customize the data storage. :)
I now wonder if the PerRangeData shouldn't be a base class that you
extend, if you derive from this then the various PagedLOD methods
would still be available, so no need to go
Hi Renzil,
Are you asking how you could tile the geospatial files into different levels
of detail and also keep them in an image base format? Take a look at
GDAL2Tiles for some potential inspiration:
http://www.klokan.cz/projects/gdal2tiles/
In addition, you could consider just referencing the
Hi,
My scene contains models that use one or many textures, some use vertex and
fragment shaders of different kinds. Complex but good looking :-)
I need to render the scene many times each frame.
The first render is a normal one, so I need no change in textures, states or
shaders.
The
Forget what I've said, I found a workaround.
My custom PagedLOD works juste fine with the new DatabasePager, but only
in release mode.
In debug, Visual Studio spot an error in :
DatabasePager.cpp line 272 :
if (!_requestList.empty())
{
_requestList.sort(SortFileRequestFunctor());
But is this warning suggesting that the this pointer might
not be fully formed by the time one gets into the initializer
list? I would have thought this would not be the case, as
the compile must know the objects size and position in memory
before it starts calling
initializers on that
Hi Mail,
as far as I know the osgShadow do use already shaders for its implementation.
Hence if you add a shader you autmaticly cacnels the shadows.
To solve that you could try to merge the osgShadow shader code and your own.
However you have also to take care about all the uniforms which
Hi Viggo,
I need to render the scene many times each frame.
The first render is a normal one, so I need no change in
textures, states or shaders.
The second render is a multi target render. Here I need to
change all the fragment shaders that my scene uses. Each
shader need to output data
Robert,
We are using SceneView, and creating our own osg::GraphicsContexts.When
I set an osg::Camera's RenderTargetImplementation to either of the
PIXEL_BUFFER modes, the SceneView causes a crash on draw() -- what looks
like trying to dereference a null pointer. Do you have any clues as to
what
Hi Viggo,
It sounds like you need a feature that the OSG doesn't have, the
ability to do StateSet substitution, i.e. you take a StateState this
is attached to the scene graph, but rather than use this directly when
setting up the rendering backend it gets substituted with the one you
actually
Hi John,
Are you using osgViewer at all?
Does you custom GraphicsContext implementation implement everything
required like the ones in osgViewer do?
As for the crash in RenderStage, does this happen if you using
osgViewer based code?
Is there a particular reason why you are using SceneView
Hi Serge,
Curious. The particular bit of code does actually acquire the mutex
lock - the whole method is:
void DatabasePager::RequestQueue::takeFirst(osg::ref_ptrDatabaseRequest
databaseRequest)
{
OpenThreads::ScopedLockOpenThreads::Mutex lock(_requestMutex);
if (!_requestList.empty())
Robert, don't you think this feature could be done by some kind of
custom osgFX::Effect node ?
Robert Osfield a écrit :
Hi Viggo,
It sounds like you need a feature that the OSG doesn't have, the
ability to do StateSet substitution, i.e. you take a StateState this
is attached to the scene
Robert,
We require the ability to modify the scene graph in slight ways before
each view is drawn, which I was unable to accomplish with
CompositeViewer -- I tried setting one of osg's PreDrawCallbacks ( with
SceneView we create our own ) and the stage at which this callback is
issued does not
Hi all,
I have created a new layerosgTerrain::ShpLayer : public
osgTerrain:Layer and would like to dump it in .osg file as part of
my scene graph similar to other layers derived from Layer. How can i do
this ?
RJ
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Hi Stephane,
On Thu, May 22, 2008 at 4:02 PM, Stephane Lamoliatte
[EMAIL PROTECTED] wrote:
Robert, don't you think this feature could be done by some kind of custom
osgFX::Effect node ?
You could probably write a custom node that overrides the cull
callback and post processes/rebuild the
Hello,
I have the following vertex and fragment shader. This is a simply fur shader,
but the difficult part is the rendering in passes.
Vertex Shader
--
uniform float shell_distance; // is a constant
uniform float pass_index; // increase on every render pass
varying vec2
Robert,
I downloaded the OSG 2.4 binaries from the distribution. I can run
osgprerender --pbuffer cow.osg just fine. When I close the viewer, I see
this:
PixelBufferWin32::closeImplementation, wglReleasePbufferDCARB error:
Error code
3221684230
PixelBufferWin32::closeImplementation,
I think use osg::Switch is right way to do.
You can set a StateSet to any Node, then (correct me if I'm wrong) all children
will inherit the stateset.
So, I think about a graph like this:
Root
|
|
Switch
___|__
|
Hi John,
Trying to do things with SceneView is a bit of minefield, especially
when it comes to trying to stuff like managing multiple graphics
contexts. One of the keys reasons why osgViewer exists is to cut out
all the hassle to users and myself associated with trying to reinvent
the wheel all
Hi John,
It's good so see that Pbuffers does look to be supported, shame about
the error though. I can't really help out with the Win32 errors
though, I'll have to defer to Windows experts on this one.
Robert.
On Thu, May 22, 2008 at 4:12 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Hi Martin,
Here you could implement a custom osgFX::Effect. Have a look to
osgFX::Cartoon : it is a simple effect with two pass.
Martin Großer a écrit :
Hello,
I have the following vertex and fragment shader. This is a simply fur shader,
but the difficult part is the rendering in passes.
Hi Serge,
On Thu, May 22, 2008 at 3:30 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
So there must be somewhere else that isn't playing ball properly and
hasn't acquired the lock as it should.
I've reviewed all the places that read and write the
RequestQueue::_requestList and they
all look like
Robert,
I took the time to look this up, so that I wasn't pulling at straws. We
have some objects which are drawn as either transparent or opaque
depending on which view they are in.
When we received the PreDrawCallback, we wanted to set the rendering
hint to transparent -- I think the problem
Hi Robert,
There is another strange thing about this.
If you run
osgviewer scene.osg
and you press the 's' key, you could see that the statistics are red.
So, the shader is applied on the statistics too.
Robert Osfield a écrit :
Hi Stephane,
When I run
osgviewer scene.osg
I get a
On Thu, May 22, 2008 at 5:22 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
I've reviewed all the places that read and write the
RequestQueue::_requestList and they
all look like they acquire the _requestMutex before they use the list.
This leaves me a bit empty handed w.r.t what might be
Hi John,
On Thu, May 22, 2008 at 4:28 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
I took the time to look this up, so that I wasn't pulling at straws. We
have some objects which are drawn as either transparent or opaque
depending on which view they are in.
When we received the
Hi Stephane,
Pressing 's' for stats reveals the problem too. Looks like state is
leaking from the empty geode. This is certainly a bug, as to it's
possible cause I can't answer. I'm afraid I can only juggle so many
support items at one time so can't go chasing this bug right now.
Robert.
On
That would probably do it. Thanks, Robert.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, May 22, 2008 11:59 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgViewer::CompositeViewer PreDrawCallback
Hi John,
On
Hi all --
For the upcoming OSG Training in the Denver, CO area June 11-13, several
attendees are coming in from out of town, so I have added a few area hotels
to the Google map for this event:
http://www.skew-matrix.com/trainingdenver.html
The Hotel Boulderado is a bit of a drive from the
1. Can parallel split shadow map handle an omnidirectional light in the center
of a scene? (Such as the sun in the solar system?)
Taking the osgShadow example, if I move the positional light setting from far
away to within the scene the shadows are not located where one would expect
given the
Hi Stephane,
Stephane, try to put an empty shader program on the cow, just like this:
cow-getOrCreateStateSet()-setAttribute(new osg::Program(),
osg::StateAttribute::ON);
I think this could help you.
And if not then just add an empty UniformList to the stateset of the cow.
Best regards,
Art
Hi, I need to pan my camera up, down, left, right e.g. let the camera
position stay the same and change the yaw and pitch as the user presses
the arrow keys. I think I just need the Camera's World Matrix and
just to apply a rotation to it. Can I get the needed matrix with
camera-getViewMatrix()?
Hi Eric,
It looks to me like using the switch could be the solution for my needs.
I think that it would either have to be a switch, or a mask.
An example of what I want to do could be written like this:
Original part of my scene graph:
Root
|
+--Node_1 (Specifies a states and a
On Mon, May 19, 2008 at 4:23 PM, Alejandro Segovia [EMAIL PROTECTED]
wrote:
Actually, I've discovered that the tilting effect in NodeTrackerManipulator
is actually a pulsing effect. For some reason NodeTrackerManipulator never
seems to settle at a position, providing a view matrix for even
Hello,
I'm new to OSG and I'm looking at the osgTerrain nodekit for terrain
rendering. My question is, is how is this used with Virtual Planet builder
(osgdem) for rendering terrain? Is VPB osgdem used to construct the terrain
database and then osgTerrain used to traverse the terrain in OSG?
Hi,
apologies for a relatively long post
I have an old OpenGL application which uses a so-called item buffer for lines.
This buffer is based on the idea to associate, upon loading, unique IDs to all
the lines in the 3D model, then (on each frame) to:
- render all these lines (each with a
Hi Art and Mail,
it is right that you have to combine the shaders yourself. But beware!
If you are using a vertex shader you'll have to write the projection
part for the shadow mapping yourself. Just search the archives or drop
me a line if you are not finding anything. I have those shaders
Hi Lars --
It's not clear to me at all why you would want to do what you describe.
Checking every pixel in your prerender buffer seems prohibitively expensive,
unless we're talking about billions of vectors... Because your app is old,
perhaps you should consider updating its rendering algorithm
Hi.
I need some help on getting projective texturing working properly. Fixed
Functionality is no problem however in GLSL am having a number of
problems. I can get the texture onto my quad however I can't position it
correctly. The texture appears basically in the Middle of my plane -
however I
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