Re: [osg-users] osgTerrain and CLAMP_TO_EDGE in ImageLayers?

2015-09-08 Thread Christian Buchner
> The current CLAMP_TO_EDGE approach requires me to modify the edge > pixels of that terrain tile to have a transparent color. Sorry, I meant to say "edge pixels of that image". I should proof-read my postings better. 2015-09-08 13:52 GMT+02:00 Christian Buchner <christia

[osg-users] osgTerrain and CLAMP_TO_EDGE in ImageLayers?

2015-09-08 Thread Christian Buchner
Hi all, I am questioning the hardcoded use for CLAMP_TO_EDGE texture wrapping modes in the osgTerrain/GeometryTechnique.cpp. Let's say that I wanted to add a high tes texture patch on some small location on a terrain tile. The current CLAMP_TO_EDGE approach requires me to modify the edge pixels

[osg-users] Accessing georegistered images via GDAL plug-in - too many limitations...

2015-09-08 Thread Christian Buchner
Hi, while height fields loaded via the GDAL plug-in get their coordinate origin and x/y extents as well as rotation set correctly via the following code in ReaderWriterGDAL.cpp hf->setOrigin(osg::Vec3(BottomLeft[0],BottomLeft[1],0)); hf->setXInterval(sqrt(geoTransform[1]*geoTransform[1] +

Re: [osg-users] automatically merge close-by geometries to reduce cull/draw overhead?

2015-09-08 Thread Christian Buchner
proach you could take would be to create a single osg::Geometry > and then use instances to repeat the building geometry and provide a size > for a shader to scale the geometry and place it in it's final position. > Again the osgforest has a code path that does this so have a look at t

Re: [osg-users] Oculus+OSG

2015-09-07 Thread Christian Buchner
wow, thank you. did I understand correctly that the time warping feature cannot be disabled, as it is a built-in feature of the Oculus SDK? 2015-09-07 13:16 GMT+02:00 Björn Blissing : > > cbuchner1 wrote: > > let me use this thread to suggest a new feature. I would like

[osg-users] automatically merge close-by geometries to reduce cull/draw overhead?

2015-09-07 Thread Christian Buchner
Hi, we're using code loading some buildings (outline and height), creating a Geode with a two drawables per individual building - one drawable for the walls, one for the roof polygon. This has served us well to display a few hundred to a few thousand buildings. Fast forward to current date. Our

Re: [osg-users] Oculus+OSG

2015-09-04 Thread Christian Buchner
Hi Björn, let me use this thread to suggest a new feature. I would like the positional tracking of the osgoculusviewer to be optional, possibly by calling a member function oculusDevice->setPositionTracking(false); If you remember my use case, there is a camera strapped to a person's head, which

Re: [osg-users] Oculus+OSG

2015-09-02 Thread Christian Buchner
0)) const osg::GLExtensions* fbo_ext = state.get(); #else const osg::FBOExtensions* fbo_ext = osg::FBOExtensions::instance(ctx, true); #endif ... 2015-09-01 16:31 GMT+02:00 Jan Ciger <jan.ci...@gmail.com>: > On Tue, Sep 1, 2015 at 2:57 PM, Christian Buchner > <c

Re: [osg-users] Oculus+OSG

2015-09-02 Thread Christian Buchner
A followup: inserting the following line into both #else branches fixes it const unsigned int ctx = state.getContextID(); 2015-09-02 11:06 GMT+02:00 Christian Buchner <christian.buch...@gmail.com>: > > Trying to build the current osgoculus master branch against Oculus SDK > 0.

Re: [osg-users] Oculus+OSG

2015-09-01 Thread Christian Buchner
Can you make any statements regarding latency improvements upgrading from the 0.6 SDK to 0.7 for osgoculusviewer based applications? Our current use case is currently, attaching an Intel RealSense camera to the front of the Oculus DK2 and streaming a live image into the viewer's eyes. Our latency

Re: [osg-users] Oculus+OSG

2015-09-01 Thread Christian Buchner
In this case I am using a slightly modified DirectShow OSG plug-in, running the osgviewer in single threaded mode. The plug-in provides an osg::ImageStream and updates a texture that is displayed in the OSG scene. The camera is an USB 3.0 model, and I would expect it to be one of the fastest "web

Re: [osg-users] ClipNode Opposite Behavior

2015-08-17 Thread Christian Buchner
whatever float your boat... ;) Here's a shader routine that evaluates if a fragment coordinate in object space is within a polygon described by up to 16 vertices in the x/y plane. We use it to cut a hole into a city scenario, so we can see into the basement of a house. The shader does a simple

Re: [osg-users] Oculus+OSG

2015-08-03 Thread Christian Buchner
Hi, Great work on the OSG oculus support! It built and ran beautifully, for the most part. The OculusViewerSDK example continuously gives the following error message while running. There are no observable graphics issues though - the sample runs fine it appears. Warning: detected OpenGL error

Re: [osg-users] ClipNode Opposite Behavior

2015-07-27 Thread Christian Buchner
If you want the hole to be specified in object local coordinates, use gl_Vertex. Getting world coordinates is a bit more tricky, you would need to have the transformation matrix between object coordinates and world coordinates accessible in the vertex (or fragment) shader. Definitely do not use

Re: [osg-users] ClipNode Opposite Behavior

2015-07-24 Thread Christian Buchner
I believe your fragment shader is not setting the output fragment color at all, which is a minimum requirement for a fragment shader to work. Christian 2015-07-23 23:59 GMT+02:00 Erik Hensens ehens...@hunter.com: Sorry for the triplicate post, I received an error message on trying to post

Re: [osg-users] ClipNode Opposite Behavior

2015-07-23 Thread Christian Buchner
I think you only need to flip the clipping plane around (reverse the plane's normal vector) to get the desired effect. 2015-07-22 21:28 GMT+02:00 Erik Hensens ehens...@hunter.com: Hi everyone! I have a geode that is just a quad rectangular surface and I need to be able to put circular holes

Re: [osg-users] ClipNode Opposite Behavior

2015-07-23 Thread Christian Buchner
+02:00 Werner Modenbach werner.modenb...@texion.eu: Are you sure? I think this will leed to nothing being displayed. But I didn't verify it. It is just how I understand clipping. Am 23.07.2015 um 10:35 schrieb Christian Buchner: I think you only need to flip the clipping plane around

Re: [osg-users] transforming between coordinate systems of two subgraph

2015-07-17 Thread Christian Buchner
risk losing precision. (Because geometry coords are 32-bit float, while transform matrices are 64-bit double.) Glenn Waldron / @glennwaldron On Thu, Jul 16, 2015 at 12:36 PM, Christian Buchner christian.buch...@gmail.com wrote: Hi, thanks a lot. Now that I've got the solution in front

Re: [osg-users] Atmospheric effects in OSG

2015-07-16 Thread Christian Buchner
what's your GPU ? 2015-07-16 12:26 GMT+02:00 Elias Tarasov elias.tara...@gmail.com: Hello! I chose to follow the advice and try to use osgHimmel. However, i've got the problem: when i launch any osgHimmel-based app (examples or mine), i've got nothing on the screen except: Atmopshere

Re: [osg-users] Atmospheric effects in OSG

2015-07-16 Thread Christian Buchner
You might want to try a driver update first The latest Windows7 driver for this chip is 353.30 - WHQL from June 22, 2015 There are also Windows 8/8.1 and Linux drivers on the nvidia web site. Christian ___ osg-users mailing list

Re: [osg-users] Atmospheric effects in OSG

2015-07-16 Thread Christian Buchner
life. As a second recommendation if you're on Optimus: Also update your Intel graphics drivers. The older these drivers are, the more OpenGL bugs are in them - I speak from experience. ;) 2015-07-16 14:42 GMT+02:00 Christian Buchner christian.buch...@gmail.com: You might want to try a driver

[osg-users] transforming between coordinate systems of two subgraph

2015-07-16 Thread Christian Buchner
Hi, I was having some problems with a coordinate transformation. root matrixTransformA matrixTransformB subgraphAsubgraph B I have two subgraphs in my scene, each of which is a child of a unique MatrixTransform. I now have to draw a line between an element from subgraph A

Re: [osg-users] transforming between coordinate systems of two subgraph

2015-07-16 Thread Christian Buchner
/ @glennwaldron On Thu, Jul 16, 2015 at 11:23 AM, Christian Buchner christian.buch...@gmail.com wrote: Hi, I was having some problems with a coordinate transformation. root matrixTransformA matrixTransformB subgraphAsubgraph B I have two subgraphs in my scene, each of which

Re: [osg-users] Atmospheric effects in OSG

2015-07-08 Thread Christian Buchner
Or the free osgEphemeris for sun, star, atmosphere effects (no clouds as far as I remember). Alternatively osghimmel ( https://code.google.com/p/osghimmel/ ). It implements both texture mapped skyboxes as well as shader based skies and clouds. This is also a free software package. SilverLining

Re: [osg-users] Vizard 3D Model

2015-07-01 Thread Christian Buchner
I recommend you search for a 3D model for e.g. Blender (such as found here: http://opengameart.org/content/cinematheatre-chair) and export to FBX or Collada format. Using osgconv you can then convert the FBX/Collada (DAE) file into native osg, osgb or ive format. Regarding lights, please consult

Re: [osg-users] Generate geometry from a digital elevation model

2015-05-21 Thread Christian Buchner
As our application will also have to do physical simulations based on this height field data, I do not want to use external tools to do the conversion into an OSG model here's a minimal example for the HeightField / ShapeDrawable method http://snipplr.com/view/30974/osg-height-field-example/

Re: [osg-users] Generate geometry from a digital elevation model

2015-05-21 Thread Christian Buchner
Thanks, I've just looked into the osgShadow code, in particular the Island scene that is accessible with command line option -4. This looks like a good starting point. One question remains: Which formats does osgDB::readHeightFieldFile() support currently, based on the existing plug-ins? So

Re: [osg-users] Generate geometry from a digital elevation model

2015-05-21 Thread Christian Buchner
answering my own question here: it appears only the GDAL plug-in currently implements readHeightField(), not counting various archive format plug-ins such as for Zip and GZ archives, or CURL for web-acess. It appears GDAL uses an xml based metafile to reference various supported geospatial file

[osg-users] Generate geometry from a digital elevation model

2015-05-21 Thread Christian Buchner
Hi, I am currently wondering which is the better way to go from a simple digital elevation model (ESRI ASCII Grid format) to a geometry. The model has a very limited area and resolution. These are the two methods I find feasible with stock OSG features: Either I could feed all the 3D points on

Re: [osg-users] [forum] Huge delays while mouse clicking with many draggers in scene

2015-05-07 Thread Christian Buchner
We've run into a very similar issue recently, with hundreds of inividually movable objects in a scene. Our ugly workaround was to require a modifier key, e.g. Alt to be pressed if one really intended to move an object. So at least the camera controls when not pressing the modifier remained

Re: [osg-users] Reg: Warning: detected openGL error, invalid enumerant, after RenderBin::draw()

2015-04-20 Thread Christian Buchner
try setting OSG_GL_ERROR_CHECKING to ON or ONCE_PER_ATTRIBUTE if you run a debug build of OSG and osgEarth you should get a pretty good idea about where the error occurs in the rendering process. Christian 2015-04-20 9:26 GMT+02:00 Robert Osfield robert.osfi...@gmail.com: Hi Nitin, What

Re: [osg-users] StatsHandler missing numbers

2015-04-17 Thread Christian Buchner
One major problem with the Intel drivers is that their products are typically EOL'ed (end-of-lifed) three years after first release - at which point they stop receiving driver updates (not even bug fixes). You can see the problem with the integrated graphics in Intel's Sandy Bridge chips

Re: [osg-users] RTT Camera does not render anything

2015-04-14 Thread Christian Buchner
Maybe you forgot to add the camera to the main scene graph? An addChild() into the scene graph root should do the trick. 2015-04-14 15:16 GMT+02:00 Andreas Schreiber a...@online.de: Hi I'm trying to generate a texture with a rtt-camera, so I can use this texture later in my main scene.

Re: [osg-users] [osgPlugins] ffmpeg plugin halting during playback of some videos

2015-04-09 Thread Christian Buchner
A highly interesting contribution, for sure. Maybe it solves some of the problems I've been having with the existing FFMPEG plug-in. Thank you for placing it under the OSG license. Christian 2015-04-08 23:09 GMT+02:00 Trystan Larey-Williams trys...@trystan.org: Hi all, We ended up with a

Re: [osg-users] Intel graphics poll...

2015-04-01 Thread Christian Buchner
it works, but some features in the Intel driver may not be available. In our case we ran across an issue with the OpenGL extensions GL_EXT_Draw_Instanced and EXT_gpu_shader4 not being available. Don't expect stellar performance either. ;) We are using Ubuntu 12.04 with the latest hardware

Re: [osg-users] problem of FFMPEG plug-in with respect to reporting timestamps

2015-03-12 Thread Christian Buchner
. Christian 2014-12-09 15:03 GMT+01:00 Christian Buchner christian.buch...@gmail.com: Thanks for weighing in, I guess I will have to try various combinations of operating system and FFMPEG releases to get to the bottom of this. As a last resort I could imagine myself editing the ffmpeg plug

Re: [osg-users] problem of FFMPEG plug-in with respect to reporting timestamps

2015-03-12 Thread Christian Buchner
I do not have a fix right now, but I will be thinking about one. 2015-03-12 15:18 GMT+01:00 Christian Buchner christian.buch...@gmail.com: Reviving this old thread with new information. I use a 60 second MP4 clip for testing, no audio stream in the file. OSG 3.2 branch is used with the FFMPEG

[osg-users] shipping custom file format plug-ins as part of an OSG application binary?

2015-03-11 Thread Christian Buchner
Hi, let's say I have developed a plug-in to read a specific file format. Is it possible to make this plug-in part of the my application binary without shipping an additionall DLL in the osgPlugins folder? The rest of OSG remains a dynamic build - only that extra plugin is desired to be statically

[osg-users] copyright status of QJiang.ive OSG model?

2015-03-09 Thread Christian Buchner
Hi all, what's the copyright on this model? There is no readme or accompanying documentation. It's the first time I've come accross this and despite its old age it still looks quite impressive http://www.*openscenegraph*.org/downloads/3rdParty-Data/*Qjiang*/*qjiang* .ive I am wondering if it's

Re: [osg-users] Oculus+OSG

2015-03-09 Thread Christian Buchner
created works: In both Vizard Free and Vizard Lite, published executables are branded and exit after 5 minutes. Customization of rendering and scene graph also isn't available in the Lite edition. 2015-03-09 9:08 GMT+01:00 Christian Buchner christian.buch...@gmail.com: This Vizard product looks

Re: [osg-users] Oculus+OSG

2015-03-09 Thread Christian Buchner
This Vizard product looks neat - and it's based on OpenSceneGraph. Wow. Would anyone know the specific limitations of the Vizard Lite Edition? 2015-02-26 10:14 GMT+01:00 Robert Osfield robert.osfi...@gmail.com: Hi Max, On 25 February 2015 at 19:26, Max Maslov maxmaslov.k...@gmail.com wrote:

Re: [osg-users] Picking based on Render order, not depth

2015-03-03 Thread Christian Buchner
Can't you attach user data element to your Geodes or Geometry objects that roughly correspond to render bins or rendering order? Then in the intersection code, get a list of all hits, and sort it by render order first, followed by depth. This of course means that you have to pretty tightly control

Re: [osg-users] Preventing the ESC key from exiting OSG viewer?

2015-02-23 Thread Christian Buchner
Thank you very much. I didn't think it would be that easy. Most likely I would have tried to subclass osg::Viewer and roll my own event handler. ;) Christian 2015-02-23 10:58 GMT+01:00 Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Hi Christian simply use the setKeyEventSetsDone

[osg-users] Preventing the ESC key from exiting OSG viewer?

2015-02-23 Thread Christian Buchner
Hi, this may be a bit of a stupid question, but at the moment I don't know any answer. We use a handheld powerpoint clicker device with 4 buttons to navigate through an OSG based application. One of these buttons is assigned to the ESC key (and we haven't found a way to reassign it yet), which

[osg-users] order of UpdateOperation with respect to update and cull callbacks

2015-02-19 Thread Christian Buchner
Hi all, I have a class derived from UpdateOperation() that inserts and removes things into and from the scene graph. There is a bit of a problem as it appears that MyUpdateOperation() is called after the update callback of other scene graph obkects (like e.g. InstanceCallback::update()). In my

Re: [osg-users] How to save camera position between manipulators switching?

2015-02-04 Thread Christian Buchner
You have to transfer the view matrix from the old camera manipulator to the new one during switching. I think there is a setByMatrix member function in the camera manipilator base class. Try to use this, after getting the previous manipulator's matrix with getMatrix

Re: [osg-users] common conventions for multitexturing bumpmapped sample OSG model

2015-01-28 Thread Christian Buchner
the idea is to have a bumpmapped OSG object that displays fine on older hardware (5 year old Intel chips, I am looking at you) Then I can put a better GLSL fragment shader on top if the hardware permits. Christian 2015-01-28 12:30 GMT+01:00 Sebastian Messerschmidt

[osg-users] common conventions for multitexturing bumpmapped sample OSG model

2015-01-28 Thread Christian Buchner
Hi all, I was wondering if there are commonly used conventions which texture units do what in 3D models used for realtime rendering (games etc). For example I see that most 3D models enable texture unit #1 for the diffuse texture, whereas unit #0 is unused most of the time. Now what if the

Re: [osg-users] common conventions for multitexturing bumpmapped sample OSG model

2015-01-28 Thread Christian Buchner
...@gmx.de: Am 28.01.2015 um 13:11 schrieb Christian Buchner: the idea is to have a bumpmapped OSG object that displays fine on older hardware (5 year old Intel chips, I am looking at you) Which one exaclty? Which OpenGL version supported? I'v started shader programming like 2004/05

Re: [osg-users] How to Preserve FBX baked in textures when running running hardware skinning

2015-01-27 Thread Christian Buchner
The shader needs to receive a sampler uniform containing the integer value of a texture unit to use. The right way to do this would be to scan the subgraph of the model for state sets containing enabled texture units. Use a node visitor here. For each of these texture units, create a uniform

Re: [osg-users] How to Preserve FBX baked in textures when running running hardware skinning

2015-01-27 Thread Christian Buchner
hmm just googled osg ShaderGen and found this: http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/branches/OpenSceneGraph-3.2/src/osgUtil/ShaderGen.cpp This seems to create shader code based on some OSG states, but I have no idea how complete this implementation is. Also I have

Re: [osg-users] [ANN] [General Purpose Graphical Introspection]

2015-01-26 Thread Christian Buchner
subgroup of people who also happen to browse your crowdfunding platform of choice). Maybe you manage to build a few convincing demo applications on top of your framework to actually illustrate why your framework creates added value. Christian Buchner . 2015-01-16 10:50 GMT+01:00 Julien Valentin

[osg-users] support for 3D mouse/trackballs and other input devices in camera manipulators

2015-01-16 Thread Christian Buchner
Hi, was OSG ever extended to provide support for specialized 3D input devices? What I have here is a 3DConnexion SpaceExplorer (from 2006) and I was wondering if such input devices ever got the support in OSG. I think this particular hardware might not even have the driver support for Windows 7

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Christian Buchner
you did press the s key several times to enable all these statistics, right? I do not really know how to make your application compatible with the stats handler. maybe you can hack up a full screen, non-transparent version, just for testing. Christian 2015-01-13 16:17 GMT+01:00 Chris Hidden

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Christian Buchner
Your posting came through just fine, and it seems your draw performance is fine, but your update traversal is excessively slow. It would be important to find out if the CPU is spent in some inefficient parts of OSG, or if the majority is spent in some OpenGL driver API calls. CPU profiling will

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-14 Thread Christian Buchner
as the update traversal is CPU code, it might help to run a CPU based profiling tool over it to see where the time is actually being spent. The Visual Studio Community edition has a lot of useful profiling features. Christian 2015-01-13 17:19 GMT+01:00 Chris Hidden ch...@erghis.com: Now for

Re: [osg-users] Any way to optimize the performance of massive osg::Text?

2015-01-12 Thread Christian Buchner
I was having mainly memory issues when I created lots of text objects. I did not run into such bad performance issues. Are you sure you're testing a release build and not a debug binary? Suggestion: Only create these text objects when these enter the viewing frustrum, and destroy these again when

Re: [osg-users] GIF plugin and animated GIFs

2015-01-10 Thread Christian Buchner
which is better than gif according to https://zoetrope.io/tech-blog/beyond-jpeg-videos-and-emerging-image-standards Regards Sergey On Fri, Jan 9, 2015 at 5:04 PM, Christian Buchner christian.buch...@gmail.com wrote: In our case it's overlay animations consisting of hundreds of frames

Re: [osg-users] GIF plugin and animated GIFs

2015-01-09 Thread Christian Buchner
no objection to having a separate thread handle reading as an option - if you are willing to code it. However, it's not a big issue w.r.t memory usage then I'd say just live it as is. Robert. On 8 January 2015 at 15:51, Christian Buchner christian.buch...@gmail.com wrote: Hi, there's

[osg-users] GIF plugin and animated GIFs

2015-01-08 Thread Christian Buchner
Hi, there's a couple of things I noticed with the GIF plugin. When it encounters animated GIFs, it will decode the entire animation into a sequence of images in RAM. This process appears to be synchronous (it blocks the calling thread), and it will consume a lot of memory. I was wondering if

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-07 Thread Christian Buchner
Hi, There might still be other factors that might contribute to your low frame rates. e.g. the use of display lists when vertex buffer objects should be preferred. The hardware animation skinning becomes a real speed booster when you want to show dozens of animated models on screen - but in the

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-07 Thread Christian Buchner
If you attach the StatsHandler to your OSG viewer you can call up some statistics on your scene graph (overall, and per camera view). It will detail you the number of geodes, transformations, drawables, vertices in the scene graph and also the total count of rendered instances thereof. Listed

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2015-01-05 Thread Christian Buchner
If I am not mistaken, you will have to run your own vertex shaders in order to do hardware animation skinning. The osganimationhardware example provides a very basic example of doing so. This may mean that your shader might have to be hardcoded to work with a specific 3D model (bone structure)

Re: [osg-users] Darker image when something is drawn on a texture.

2014-12-29 Thread Christian Buchner
Hello, Just a wild guess: Maybe this is because the geometry that you specify does not have a color array with an all-white color set. So it uses whatever (random) color might be in the current openGL state before drawing. Another good idea might be to disable OpenGL lighting. Christian

Re: [osg-users] Edge Detection in a scene

2014-12-12 Thread Christian Buchner
I am facing a similar problem myself, to perform edge detection for some toon style rendering. This is what I think I have to do: 1) Render the scene to a Frame Buffer Object, including a depth buffer. 2) Bind said depth buffer to a texture - attach the texture to the state set of a screen

[osg-users] Clamp color extension flooding with warnings

2014-12-10 Thread Christian Buchner
Hi, I attached a ClampColor attribute to an OSG State set using code from the OSG 3.2 branch. The problem is that on some older Intel chips this extension may be unavailable and I will see a warning printed in every frame: Warning: ClampColor::apply(..) failed, ClampColor is not support by

[osg-users] problem of FFMPEG plug-in with respect to reporting timestamps

2014-12-09 Thread Christian Buchner
Hi, the OSG 3.2 seems to have a problem with reported timestamps while replaying movies. I haven't tested never OSG development versions yet. The issue occurs close to the end of an MP4 file. The timestamp wraps around back to 0 before the end of the file is played out. There are also side

Re: [osg-users] problem of FFMPEG plug-in with respect to reporting timestamps

2014-12-09 Thread Christian Buchner
so doesn't reveal any particular problem. I'm not the author of the ffmpeg plugin so I can't provide any particular insights off the top of my head. Robert. On 9 December 2014 at 13:31, Christian Buchner christian.buch...@gmail.com wrote: Hi, the OSG 3.2 seems to have a problem

[osg-users] performing manual depth test in shader code (for changing rendering style)

2014-12-02 Thread Christian Buchner
Hi, our client wants me to have some obscured 3D objects visible even if there's e.g. a building in front of it. Order independent transparency rendering techniques such as depth peeling are too costly when it involves a city model with hundreds of buildings. So I was thinking to simply change

Re: [osg-users] performing manual depth test in shader code (for changing rendering style)

2014-12-02 Thread Christian Buchner
this with multiple render bins (passes) might allow me to get the desired effect. Christian 2014-12-02 14:58 GMT+01:00 Robert Osfield robert.osfi...@gmail.com: Hi Christian, On 2 December 2014 at 13:04, Christian Buchner christian.buch...@gmail.com wrote: our client wants me to have some obscured 3D

[osg-users] texture sharing between different osg objects?

2014-12-01 Thread Christian Buchner
Hi, when I use osgDB::readNodeFile on several objects, and those objects all reference the same texture file on disk - is it possible to make OSG use the same texture on all loaded subgraphs? Currently it seems like I have the same texture loaded over and over, consuming precious texture memory

Re: [osg-users] texture sharing between different osg objects?

2014-12-01 Thread Christian Buchner
thanks Sebastian. Does this piece of code have to be placed in the beginning of the program during the initialization phase? I havent come across these classes so far... seems to be advanced stuff that is not even covered in the OSG books... Christian 2014-12-01 18:10 GMT+01:00 Sebastian

Re: [osg-users] Problem with osgText???

2014-11-28 Thread Christian Buchner
I think he doesn't need the usual Z buffer applied to the text, but instead requires the visibility of the entire text depend on whether the point to which is anchored is directly visible to the camera. Christian 2014-11-27 16:46 GMT+01:00 Robert Osfield robert.osfi...@gmail.com: Hi Alex,

[osg-users] setUseVertexBufferObjects(true) not effective after loading objects

2014-11-26 Thread Christian Buchner
Hi, I wrote the following little node visitor to switch part of a scene graph from using display lists to using VBOs. class VBOVisitor : public osg::NodeVisitor { public: VBOVisitor() { setTraversalMode(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN); } virtual void

Re: [osg-users] setUseVertexBufferObjects(true) not effective after loading objects

2014-11-26 Thread Christian Buchner
Hi, above node visitor is actually working. I just happened to edit a .cpp file of same name, but belonging to a different project. Hence my changes never had any effect. ;-) Christian 2014-11-26 15:29 GMT+01:00 Christian Buchner christian.buch...@gmail.com: Sorry, the second block of flags

Re: [osg-users] Improving this scene frame rate

2014-11-20 Thread Christian Buchner
Hi. a) try playing with activating setUseDisplayLists(false); setUseVertexBufferObjects(true) on all your geometry objects. It really makes a big difference on Intel chips - not so much on nVidia. b) Reduce the geometry complexity of the stadium. The geometry is rendered twice because of your

Re: [osg-users] Improving this scene frame rate

2014-11-20 Thread Christian Buchner
One more thing... with 600 animated characters of several types consider using hardware instancing. It will greatly reduce the number of draw calls. I see you already have several thousand draw calls in your scene. Christian 2014-11-20 10:52 GMT+01:00 Christian Buchner christian.buch

Re: [osg-users] [ANN] Who wants: Multi screen, Head tracked, Immersive Quad-Buffered Stereo using only native OSG for Octave (CAVE) environments?

2014-11-20 Thread Christian Buchner
Side-by-side is an entirely different kettle of fish which would be easy to code up, it's just two cameras and two views so I haven't done anything with that. Quad buffer is an inherrent requirement for shutter glasses however set OSG_STEREO=ON set OSG_STEREO_MODE=HORIZONTAL_SPLIT and OSG

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-20 Thread Christian Buchner
Did the updateCallback you added call traverse() on its own node? If you missed that, you may have accidentially disabled some required functionality. Christian 2014-11-20 15:49 GMT+01:00 Chris Hidden ch...@erghis.com: Ran into a new problem. Its related directly to this HUD so I figured I

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-20 Thread Christian Buchner
The moment I add virtual void operator(Node *node, NodeVisitor nv); with an empty implementation it causes the problem. So somehow the operator method is creating or at least triggering the problem. what I just said. Don't make it empty. Add at least traverse(node, nv); to the

Re: [osg-users] create OSG window bigger than screen (Windows 7)

2014-11-19 Thread Christian Buchner
(that the previously posted code can work around by issuing a SetWindowsPos with the SWP_NOSENDCHANGING flag) Christian Buchner 2014-11-18 19:30 GMT+01:00 Christian Buchner christian.buch...@gmail.com: Hi all, I've been trying to create an OSG window bigger than the screen on Windows 7 Unfortunately

[osg-users] create OSG window bigger than screen (Windows 7)

2014-11-18 Thread Christian Buchner
Hi all, I've been trying to create an OSG window bigger than the screen on Windows 7 Unfortunately viewer.setupViewInWindow() will not allow the window's client area to extend beyond the screen size. I've been using this dirty hack to get my OSG window to the desired width, height. Is there a

Re: [osg-users] [ANN] Who wants: Multi screen, Head tracked, Immersive Quad-Buffered Stereo using only native OSG for Octave (CAVE) environments?

2014-11-14 Thread Christian Buchner
Hi, It would be great if you dropped the hard requirement for Quad Buffer Stereo because with traditional stereo methods for consumer cards (e.g. Side by Side stereo) you can get similar quality, but with lower requirements for the hardware costs. I don't think you need to do any extra fakery, as

Re: [osg-users] osgConv : ive format cannot convert skeleton animation of fbx

2014-11-12 Thread Christian Buchner
Whoops, so far I've assumed .ive was the official OSG binary format. I guess I just learned that osgb not the same as .ive 2014-11-12 11:47 GMT+01:00 Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Hi Liu, As far as I know the .ive format is deprecated. OSGB/OSGX/OSGT should be

Re: [osg-users] Transparent Window Application

2014-11-12 Thread Christian Buchner
You know what would be great? If you submitted a very basic example of this to the osg-submissions mailing list, for inclusion in the osg examples directory. Even if it is a Windows-only example, this might be helpful for a lot of folks. Maybe someone else could extend it to work on Linux too.

[osg-users] Swapping out geometry in the cull visitor for just the shadow camera?

2014-11-04 Thread Christian Buchner
Hey all, I have a shadowed scene that hosts a detailed city model and some 15000 objects using instanced geometry that also casts shadows. The instance positions are provided through a 2D float texture (128x128) to the vertex shader. To reduce the render times I was thinking that I should maybe

Re: [osg-users] PolytopeIntersector and LineSegmentIntersector

2014-11-03 Thread Christian Buchner
Hello Gianni, 2) line geometry is infinitely thin. To create an exact intersection with another line in floating point precision is like winning the lottery. You will want to use PolytopeIntersector to intersect with non-polygonal geometry instead. 2014-11-03 10:37 GMT+01:00 Gianni Ambrosio

Re: [osg-users] Someone help me with false positive memory leak.

2014-10-31 Thread Christian Buchner
Hi, the most important information is missing: how do you test your application for memory leaks? The heap debugger built into the Visual Studio Debug runtime? ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Rotating a geometry along the vertex axis normal of another geometry.

2014-10-29 Thread Christian Buchner
Christian But the rotation is happening in a weird way. Post a screenshot, or it didn't happen! ;-) I think everyoner has a different imagination of weird. For some people, weird may be perfectly normal. Christian 2014-10-29 4:58 GMT+01:00 Srinivas Prabhu srinivasprabhu...@gmail.com: Hi,

Re: [osg-users] Rotating a geometry along the vertex axis normal of another geometry.

2014-10-29 Thread Christian Buchner
Hello again, Apologies, I see that you actually attempted to post an image attachment. Unfortunately the link cannot be opened. http://forum.openscenegraph.org//files/osgtransforms_142.png returns HTTP error 404 - Not found. Christian 2014-10-29 10:35 GMT+01:00 Christian Buchner

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Christian Buchner
convert the hand model to ASCII OSG format maybe, and try exchanging display lists and vertex buffer objects. In my experience this makes a big difference on Intel chips for more complex models. SetUseDisplayLists FALSE SetUseVertexBufferObjects TRUE Alternatively use a graph traversal to change

Re: [osg-users] Low frame rate ( Update Callback on 50 bones ).

2014-10-22 Thread Christian Buchner
If OpenScenegraph can load the 3DSMax 3D object, so can osgconv. osgconv will write an OSG file when given a file name with osg extension as second argument. Christian 2014-10-22 11:50 GMT+02:00 Chris Hidden ch...@erghis.com: Hi cbuchner. Thanks for your help. Does 3ds Max have an osg

Re: [osg-users] Help please. How to get the intersection point with the line?

2014-10-16 Thread Christian Buchner
the PolytopeIntersector class was recently advertised as being able to intersect with non-polygonal geometry, such as lines. Try it, you might like it ;) 2014-10-16 6:58 GMT+02:00 Alex Malygin ut...@mail.ru: Hi, I have a few lines on stage. I need to get the coordinates of points on the

[osg-users] exporting camera paths into OSG's native format?

2014-10-14 Thread Christian Buchner
Hi all, it's quite easy to replay camera paths recorded with osgViewer in one's own application. I was wondering if there are any tools or scripts that would export such paths from (preferably free) 3D applications like Blender. One can simply not record precise paths in osgViewer's airplane

Re: [osg-users] Access loaded model's textures.

2014-10-14 Thread Christian Buchner
He edited his forum posting for clarity, but that did not propagate through to the mailing list. I was going to say something about that, but then I decided to let the response sit in my draft folder to cut the oise. Check the link to his edited posting - it couldn't possibly be any more concise

Re: [osg-users] How do I adapt the osgViewer::Viewer in order to have my model in fullscreen mode?

2014-10-07 Thread Christian Buchner
It's the camera manipulator that chooses a default view some distance away from the model, based on the bounding sphere size of the model. To override this position, you have to set the view matrix yourself (and disable the camera manipulator) or alternatively set a new centerpoint, viewing

Re: [osg-users] ViewDependentShadowMap example

2014-10-02 Thread Christian Buchner
Hi, The osg shadow mapping techniques are interchangeable, as they share a common base interface. Note that while a standard Shadow Map will produce some flickering/artifacting when light sources move, expect some artifacting from ViewDependentShadowMap also when the camera moves around. For us

Re: [osg-users] [OffScreen Rendering] limit camera frame rate

2014-10-01 Thread Christian Buchner
I control the update rate of slave cameras by inserting them into the scene graph as needed. In my PostDrawCallback for the camera I can remove the camera again when I do not require further updates. This way, I can do on-demand updates of my simulation (we're doing 4G and 5G radio coverage

[osg-users] code repository for OSG dependencies?

2014-09-29 Thread Christian Buchner
I will have to create a list of open source code and version numbers of the OSG dependencies (for resolving contractual issues) Currently I am using the full, precompiled OSG dependencies for VS 2013, maintained by Torben Dannhauer. Is there a code repository for the source code of these

Re: [osg-users] problems with shadow maping

2014-09-29 Thread Christian Buchner
Hi Jay, that is not a lot of information you gave there. What shadow mapping algorithm is applied? Does the shader create the shadow map or does it only render out an existing shadow map to the surface of your cube? Do you use any classes from osgShadow in your code? Christian 2014-09-22

<    1   2   3   4   >