Re: [osg-users] GL Error vulnerability in OSG 3.4.0 (invalid enum)

2016-06-30 Thread Robert Osfield
Hi Rick, If we need to protect the testing of certain features for certain drivers then glVersion number probably isn't sufficient as we have GL and GLES versions to consider. Another thing we'd need to do is provide a fallback in case we don't set the associated values. BTW, what platform and

[osg-users] GL Error vulnerability in OSG 3.4.0 (invalid enum)

2016-06-30 Thread Rick Irons
Hi, openscenegraph/src/osg/GLExtensions.cpp should probably be checking the OpenGL version prior to using the GL_MAX_3D_TEXTURE_SIZE and GL_MAX_ARRAY_TEXTURE_LAYERS_EXT enums (see change below). Otherwise, such calls will generate GL errors when using older versions of OpenGL. Any concerns

Re: [osg-users] Get current Billboard ModelView matrix?

2016-06-30 Thread Sebastian Messerschmidt
Hi Robert, Phillip Hi Phillip, On 30 June 2016 at 12:22, Philipp Meyer wrote: unfortunately some objects move in my scene, so its not enough to only hold the old view matrix. The camera AND any object can move. OK. You haven't ever said what you are trying

Re: [osg-users] Get current Billboard ModelView matrix?

2016-06-30 Thread Robert Osfield
Hi Phillip, On 30 June 2016 at 12:22, Philipp Meyer wrote: > unfortunately some objects move in my scene, so its not enough to only hold > the old view matrix. > > The camera AND any object can move. OK. You haven't ever said what you are trying to do with

Re: [osg-users] Get current Billboard ModelView matrix?

2016-06-30 Thread Julien Valentin
As you doesn't answer the my post I assume you're using the mailing list so you may haven't seen my updates and I'm curious to know if it would work lik this: clas mycull : public Callback{ public: Matrif modelview; virtual void run(Node,Cullvisitor ){ cv->traverse(node)

Re: [osg-users] Get current Billboard ModelView matrix?

2016-06-30 Thread Philipp Meyer
Hi Robert, unfortunately some objects move in my scene, so its not enough to only hold the old view matrix. The camera AND any object can move. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67932#67932

Re: [osg-users] Get current Billboard ModelView matrix?

2016-06-30 Thread Robert Osfield
Hi Philip, In your scene graph are there dynamic transforms or is it just the changes in the camera's view matrix that is altering the accumulated modelview matrix? Robert. On 30 June 2016 at 09:44, Philipp Meyer wrote: > My goal is to create a fragment shader

Re: [osg-users] Get current Billboard ModelView matrix?

2016-06-30 Thread Julien Valentin
Hi mille ok I understand better why rtt doesn't fit your use. As Robert says before you should read back the modelview accumulated by the cull pass .. so 2 solutions: -either you'll have to override traverse() method on all nodes -either you'll have setup your own CullVisitor managing your

Re: [osg-users] Get current Billboard ModelView matrix?

2016-06-30 Thread Philipp Meyer
Hi, that was my first idea as well, however, then I realized that this approach does not work. The problem is that there is no way to know if a certain pixel still shows the same fragment. For example, if the camera view angle changes by 180 degrees in one frame, the pixel at the 0,0 texture

Re: [osg-users] Virtual base initialization issues

2016-06-30 Thread Stuart Mentzer
Hi Robert, That is surprising and unfortunate -- in this instance VC++ is actually correct. If you know which compilers gave contradictory warnings I might be able to see if that has now been corrected. In any event, it seems better to have correct code give

Re: [osg-users] Get current Billboard ModelView matrix?

2016-06-30 Thread Julien Valentin
Hi Milles25 If I understand you correctly you want to compute differences between fragment props. Your approach seams very CPU intensive and GPU redondant (you compute 2 times interpolants of your VS out attrib). You should use pingpong Render2Texture in order to store previous frame fragment

Re: [osg-users] Get current Billboard ModelView matrix?

2016-06-30 Thread Philipp Meyer
My goal is to create a fragment shader that computes the delta distance to each fragment compared to the previous frame. In the shader, I can easily calculate the current distance to a fragment by using built in functions, the problem is that I also need access to the fragment position in the

Re: [osg-users] Virtual base initialization issues

2016-06-30 Thread Robert Osfield
Hi Stuart, This warning is a bit of pain. Fix this warning and you generate a warning with other compilers depending upon which compiler and warning options enabled. We had a discussion and attempted to fix some of these warnings in the last dev release cycle. Robert. On 30 June 2016 at

Re: [osg-users] Odd Text Distortion (Which Does Not Appear to Be Due to the 3.2 Bugfix)

2016-06-30 Thread Robert Osfield
Hi Sammy, It's not entirely clear what the specific issue might be from your description, it sounds like it's simply that the wrong font is being used, from the the look of the picture it looks like the fallback built in font is being used. This would normally only happen if you don't have the

Re: [osg-users] Odd Text Distortion (Which Does Not Appear to Be Due to the 3.2 Bugfix)

2016-06-30 Thread Sam Jones
Hi, I have been having an issue with the display of text for a few days now (where the correct font is not used), while updating a project from pre-3.0 OSG to the latest version. I know about this bug fix from 3.2 where, now, creating a camera and assigning it to the viewer without