Re: [osg-users] How to texturing a cube using shaders

2014-08-07 Thread ying song
Hi Robert, In the cow.osg model, they use SPHERE_MAP to generate the texture coordinates. I wonder whether openscenegraph has the same kinds of functions. Would you please tell me? Thanks, Ying robertosfield wrote: Hi Ying, The cow.osg model uses osg::TexGen (wrapper for glTexGen) to

Re: [osg-users] Multiple instances of same Drawable in different colors

2014-08-07 Thread Robert Osfield
HI Frederike, On 6 August 2014 22:03, Friederike Schneemann friederike.schneem...@gmail.com wrote: Thank you very much for your quick reply. I didn't know that using ShapeDrawables is not recommended at all, but as a beginner it's the first which comes across while using google to learn osg

Re: [osg-users] [build] Building for Android on Mac

2014-08-07 Thread Robert Osfield
Hi Mike, You don't mention which OSG version you are using. The latest OSG in svn/trunk will be the best one to use, and provides some extra convenience methods in the CMake build system to helping configure for different targets. Robert. On 6 August 2014 22:15, Mike Strean m...@strean.com

Re: [osg-users] How to texturing a cube using shaders

2014-08-07 Thread Robert Osfield
Hi Ying, On 7 August 2014 09:53, ying song ying.s...@epfl.ch wrote: In the cow.osg model, they use SPHERE_MAP to generate the texture coordinates. I wonder whether openscenegraph has the same kinds of functions. Would you please tell me? I provided all the information in my response. .osg

[osg-users] Pulling texture(s) off an object after each rendered frame and put them in an osg::Texture*...

2014-08-07 Thread Conan
Hi, I need to pull the texture(s) off an object after each rendered frame and put them in an osg::Texture*... (Not sure I said that all correctly, but...) these textures are not loaded with the original geometry, are not in files, etc. They are generated at startup and attached and

Re: [osg-users] Pulling texture(s) off an object after each rendered frame and put them in an osg::Texture*...

2014-08-07 Thread Paul Martz
If you are creating/modifying the textures in shaders, then you must be rendering to texture using an FBO. Are you doing this with an osg::Camera? If so, then you already have an osg::Texture attached to your osg::Camera, right? You said you need them in an osg::Texture. Why? Are you actually

Re: [osg-users] Pulling texture(s) off an object after each rendered frame and put them in an osg::Texture*...

2014-08-07 Thread Conan
Let me add some more detail/info to my question I am using RTT to create/modify a set of textures... actually a osg::TextureCubeMap I am taking this TextureCubeMap and projecting it onto an object. After I project the CubeMap onto the object I want peel this texture, or surface of the

Re: [osg-users] [build] Building for Android on Mac

2014-08-07 Thread Mike Strean
Greetings, Robert. Sorry - this is with the latest svn. I also tried configuring with OPENGL_PROFILE=GLES2 ( also GLES1 ) with the same result. Code: cmake ../OpenSceneGraph -DOSG_BUILD_PLATFORM_ANDROID=ON -DANDROID_NDK=/Users/mike/Development/android-ndk -DDYNAMIC_OPENTHREADS=OFF

Re: [osg-users] [build] Building for Android on Mac

2014-08-07 Thread Robert Osfield
HI Mike, Thanks for the clarification. Configuring using the OPENGL_PROFILE cmake variable is the right thing to do, but looking at the relevant code for Apple it currently hardwires to the standard Apple headers rather than the Android target that you are needing. You may well be the first to

Re: [osg-users] Pulling texture(s) off an object after each rendered frame and put them in an osg::Texture*...

2014-08-07 Thread Paul Martz
OSG doesn't have any facilities for this. When you project a texture onto an object, or cube map a texture onto an object, the texture coordinates are generated via FFP functionality or procedurally in your vertex shader. And you now want the texels, as it appears on the surface of an object,

Re: [osg-users] Pulling texture(s) off an object after each rendered frame and put them in an osg::Texture*...

2014-08-07 Thread Conan
On 2014-08-07 10:58, Paul Martz wrote: When you project a texture onto an object, or cube map a texture onto an object, the texture coordinates are generated via FFP functionality or procedurally in your vertex shader. And you now want the texels, as it appears on the surface of an object,

Re: [osg-users] [build] Building for Android on Mac

2014-08-07 Thread Mike Strean
Woohoo! Changing IF (APPLE) to IF (APPLE AND NOT ANDROID) seems to have worked. ... though now I am stuck at TextureCubeMap.cpp: Code: /usr/local/src/OpenSceneGraph/src/osg/Texture.cpp:125:9: error: 'GL_R3_G3_B2' was not declared in this scope

[osg-users] model rendering glitch on osg versions 3.0.1

2014-08-07 Thread Jon
Hi all, We are using OSG for a simulator that involves rendering collada models of robots. For legacy reasons we use the assimp library for loading them, rather than using OSG's collada plugin. This worked fine up through the 3.0.1 release. However, it started producing strange behavior with

Re: [osg-users] MinimalShadowMap::ViewData::clampProjection

2014-08-07 Thread Trajce Nikolov NICK
Hi Wojtek, I moved forward with this. Actually I made it work and it works well on the dome. The distortion is coming in realtime from their server and it is changing only the projection matrix. What I did, I saved the pre-distorted matrix in the Camera as UserData and in