Re: [osg-users] flickering with live video feed

2013-11-14 Thread Robert Osfield
Hi Mike, On 13 November 2013 20:30, Michael Schanne michael.scha...@gmail.comwrote: Hi Robert, What it looks like is different geometry in the scene will turn black for a split second, then change back to their normal color. This will happen to random geometry at random intervals, but the

[osg-users] Model attached to Camera

2013-11-14 Thread Trajce Nikolov NICK
Hi Community, I would like to do this mentioned in the subject and I am facing issues. Sounds pretty simple but need help. The model is attached to osg::MatrixTransform and I have osg::UpdateCallback attached to it that sets the Matrix based on the camera. So here is the snippet from the

Re: [osg-users] Model attached to Camera

2013-11-14 Thread Trajce Nikolov NICK
I gave up on this approach. Used another Camera that mimic HUD but with Prespective projection. Works now. Have to learn to stress less when looking for answers :-) Cheers, Nick On Thu, Nov 14, 2013 at 1:32 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Community, I would

Re: [osg-users] Model attached to Camera

2013-11-14 Thread Robert Milharcic
On 14.11.2013 11:32, Trajce Nikolov NICK wrote: It doesn't look right. What is wrong with this code? Also, there is some delay (when I don't apply the orientation just for debug), the model when attached is sort of delayed following the camera. Any hints? Hi Nick, I'm just guessing here, but

[osg-users] Collision detection using osgBullets

2013-11-14 Thread Mots G
Hi all, I'm trying to use osgBullets in my application for collision detection. The library comes with a sample example for detection between two box-geodes. I've modified it to use a cessna and a cow model and obtained a 'btCollisionObject' by calling:

Re: [osg-users] Model attached to Camera

2013-11-14 Thread Trajce Nikolov NICK
Hi Robert, thanks for the hint. I don't have CameraManipulator. Anyway I made it work with HUD like approach. Thanks again Nick On Thu, Nov 14, 2013 at 2:55 PM, Robert Milharcic robert.milhar...@ib-caddy.si wrote: On 14.11.2013 11:32, Trajce Nikolov NICK wrote: It doesn't look right.

Re: [osg-users] Collision detection using osgBullets

2013-11-14 Thread Paul Martz
My guess is that you've somehow created the collision shapes as static instead of dynamic. Bullet uses the static classification for objects that never move. If you have two objects that never move, Bullet will assume they never collide. Although I've done quite a bit of work in the past with

[osg-users] [3rdparty] New OpenSceneGraph and Newton Dynamics 3.13 physics engine integration.

2013-11-14 Thread Julio Jerez
Hello I'm happy to announce a new Open Scene Graph tool. The name is osgNewton and can be acquired here: http://code.google.com/p/osgnewton/ This is a wrapper that integrates Newton Dynamics version 3.13 physics engine with OSG. The integration is 100% non intrusive, and it is implementing

[osg-users] Reusing depth buffer for render targets

2013-11-14 Thread Bram Vaessen
Hi, I'm trying to reuse a depth buffer for rendering two different passes. The first one does terrain, the second one some water surface (to another output buffer, but that's not the issue here) Based on posts from the forum I though I had it figured out but it doesn't work well. Depending on

Re: [osg-users] Reusing depth buffer for render targets

2013-11-14 Thread Farshid Lashkari
Hi Bram, The water camera is not clearing the depth buffer, which means it will be performing depth tests against the depth values from the world camera. Try setting the clear mask for the water camera to the following: waterCamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

Re: [osg-users] Reusing depth buffer for render targets

2013-11-14 Thread Sebastian Messerschmidt
Hi Bram, From my experience you should always add the depth texture as input sampler to the consecutive passes if they use it for writing. That sounds weird but solved those issues for me. Also keep in mind that all buffers should have the same resolution (i.e. as you are using sampleRect).

Re: [osg-users] Reusing depth buffer for render targets

2013-11-14 Thread Bram Vaessen
Farshid, I should have been more clear about it, but that was actually my intention. The terrain and water are in the same world so i wanted to use the depth information from the terrain render to draw only visible portions of the water to the other buffer. Sebastian, I always get this error:

Re: [osg-users] Reusing depth buffer for render targets

2013-11-14 Thread Farshid Lashkari
Hi Bram, Sorry, I misunderstood your question. The values in the depth buffer are normalized based on the near/far clip planes. If you are automatically computing the near/far planes, then they can end up being different for each camera, which causes the depth test for the water scene to be

Re: [osg-users] Reusing depth buffer for render targets

2013-11-14 Thread Bram Vaessen
Thanks, that makes perfect sense. I didn't know it was normalized, so I just have to make sure the camera's have the same clipping planes, didn't need to increase it to 10 (my scene is much smaller than that :) The depth buffer is based on 32 bits floats right (just for my information)?

Re: [osg-users] Reusing depth buffer for render targets

2013-11-14 Thread Farshid Lashkari
Support for 32-bit depth buffers is driver dependent. I believe some will fallback on 24-bit if 32-bit is not supported. On Thu, Nov 14, 2013 at 3:49 PM, Bram Vaessen bram.vaes...@gmail.comwrote: Thanks, that makes perfect sense. I didn't know it was normalized, so I just have to make sure

Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.

2013-11-14 Thread Tisham Dhar
Hi, I have successfully implemented a changing reflection intensity by adding 1) Multiplier to env_map 2) Creating a uniform corresponding to the multiplier in the shader 3) Setting this uniform via stateset and creating a corresponding variable in FFTOceanSurface. SVN diff to release tag

[osg-users] Preloading PagedLod's in ScreenCapture

2013-11-14 Thread Tisham Dhar
Hi, I am attempting to preload pagedlods (as per osgPoster) by sub-classing the ScreenCaptureHandler and adding the addCull/removeCull callbacks. Has this been done already ? The callBacks don't seem to be triggered during screenCapture. The subclassed (and very indiscriminately copy-pasted

Re: [osg-users] [3rdparty] New OpenSceneGraph and Newton Dynamics 3.13 physics engine integration.

2013-11-14 Thread michael kapelko
Nice! I wish you could make a video to depict that. 2013/11/15 Julio Jerez jerezjul...@gmail.com Hello I'm happy to announce a new Open Scene Graph tool. The name is osgNewton and can be acquired here: http://code.google.com/p/osgnewton/ This is a wrapper that integrates Newton