Re: [osg-users] ShadowMap problem...

2009-11-19 Thread Wyatt Earp
Ok... so I did what you suggested mostly... I took the osgshadow example, add my geometry and it worked. I added another shader on the root node of the scenegraph, because in my app, I do that. I took the shaders from ShadowMap.cpp and put them into vert/frag files and loaded them into their

Re: [osg-users] ShadowMap problem...

2009-11-19 Thread Wyatt Earp
this screenshot directly to my address. Cheers, Wojtek Lewandowski *From:* Wyatt Earp wyattbsearp1...@gmail.com *Sent:* Thursday, November 19, 2009 10:45 PM *To:* 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org *Subject:* Re: [osg-users] ShadowMap problem... Ok... so I did what you

Re: [osg-users] ShadowMap problem...

2009-11-12 Thread Wyatt Earp
I think I am about to get this straightened out... I have implemented the LiSPPSM shadow code in my app. My scene consists of two vehicles and a terrain. If I don't add the terrain, I can see the shadows on the base test geometry and it looks pretty good. The base geometry just happens to be

Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Wyatt Earp
Yes this all helps greatly.. I really appreciate the help you have provided. Thanks, W -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Wednesday, November 11, 2009 8:04 AM To:

Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Wyatt Earp
BTW, 2 more questions 1. Is there a way I can query the number of texture units available on my GPU via an OSG call? 2. Is there a list, other than the osgShadow programming guide of shadowmap techniques, specifically ViewDependentShadow techniques? W -Original Message- From:

Re: [osg-users] osgShadow question

2009-11-11 Thread Wyatt Earp
Oops... If I use the debug hud, then I need to use the fragmentShaderSource_debugHUD and fragmentShaderSource_debugHUD_texcoord shaders? W -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien

Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Wyatt Earp
Did you check the debugHUD (with LISPSM it's as easy as shadowTechnique-setDebugDraw(true) )? Does it show something that looks valid? I am not sure... With the debugHUD in the ShadowMap example, there was just a window which appeared to display the shadow map in gray-scale, but in the LISPSM

[osg-users] ShadowMap problem...

2009-11-10 Thread Wyatt Earp
I have taken the code I think I need from the osgShadow example and tried to add shadows to my existing application.The problem is that the shadow map displayed in the debug window is just a gray-ish circle centered on a white-ish background, nothing at all what I expected and no details that

Re: [osg-users] ShadowMap problem...

2009-11-10 Thread Wyatt Earp
Thanks, That seem to make some change, instead of a grayish circle, I now see a moving roundish object... W -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Tuesday, November

Re: [osg-users] ShadowMap problem...

2009-11-10 Thread Wyatt Earp
No but I'll try it... -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Tuesday, November 10, 2009 2:11 PM To: OpenSceneGraph Users Subject: Re: [osg-users] ShadowMap problem...

Re: [osg-users] ShadowMap problem...

2009-11-10 Thread Wyatt Earp
Getting closer to having this working like I think it should, but I have noticed something. When I have one or two objects, say the size of a car, or truck, only. The shadow map looks correct. But when I add my terrain which is approximately x = 5100 by y = 5100, I no longer see the car/truck

Re: [osg-users] ShadowMap problem...

2009-11-10 Thread Wyatt Earp
My shadow map is looking mostly correct now after making changes to light type, position etc. However shadows are not appearing in the final rendering. The app I am trying to add shadow mapping to uses textures bound to tex units 0-3. I noticed in the ShadowMap class there were methods for

[osg-users] osgShadow question

2009-11-09 Thread Wyatt Earp
From the Common Questions of the osgShadow node kit. What if my objects already have a shader applied to them? * That shader also needs to implement shadow mapping. See the http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src /osgShadow/ShadowMap.cpp top of

Re: [osg-users] osgShadow question

2009-11-09 Thread Wyatt Earp
Is this what you are referring to? if (withBaseTexture) { scene-getOrCreateStateSet()-setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile(Images/lz.rgb)), osg::StateAttribute::ON); } W -Original Message- See the code for

[osg-users] NESTED_RENDER

2009-11-04 Thread Wyatt Earp
I understand the PRE_ and POST_ render but what does NESTED_RENDER mean? How does that work? W ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Camera question

2009-11-04 Thread Wyatt Earp
Does osg::Camera only render that what is below it in the scene graph? W ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Camera question

2009-11-04 Thread Wyatt Earp
, Wyatt Earp wyattbsearp1...@gmail.com wrote: Does osg::Camera only render that what is below it in the scene graph? Yes. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users

Re: [osg-users] Camera question

2009-11-04 Thread Wyatt Earp
On Wed, Nov 4, 2009 at 11:47 AM, Wyatt Earp wyattbsearp1...@gmail.com wrote: So if I want to have, say, 3 render passes of my entire scene data, I need 3 cameras at the root of the scene graph, and set the render order according to how I want them ordered? W On Wed, Nov 4, 2009 at 11:45 AM

Re: [osg-users] Camera question

2009-11-04 Thread Wyatt Earp
, Nov 4, 2009 at 1:24 PM, Paul Martz pma...@skew-matrix.com wrote: Wyatt Earp wrote: So if I want to have, say, 3 render passes of my entire scene data, I need 3 cameras at the root of the scene graph, and set the render order according to how I want them ordered? This was just discussed 2

Re: [osg-users] Camera question

2009-11-04 Thread Wyatt Earp
: Wyatt Earp wrote: If I have a prerender camera for rtt, and another camera which will take as input the texture from the rtt camera do some stuff then render to texture the output, and then a third camera which takes camera 2s output as input and performs then final render... what would my

[osg-users] osgPreRender question(s)

2009-11-03 Thread Wyatt Earp
I am going through the osgprerender example to try to understand how it works, and I think I am starting to understand a bit more, but i have some questions. If I instantiate a viewer, as is done in osgprerender... osgViewer::Viewer viewer(arguments); I assume this has a default camera right?

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-11-02 Thread Wyatt Earp
I followed the instructions in the README prior to posting this, but was still having problems. I moved the osgdb*.dll files to the directory where my examples live. osgppu_viewer runs now, but the osgppu_video is still complaining about not finding the plugin it needs. Which particular plugin

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-11-02 Thread Wyatt Earp
I think I found the problem why the plugin isn't found... Is the plugin for playing avi the QuickTime plugin? If it is, it isn't building built when I build OSG. I ran CMake and see that the QUICKTIME_LIBRARY and QUICKTIME_INCLUDE_DIR are NOTFOUND. I assume this is the reason the qt plugin

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Wyatt Earp
I download the latest code from SVN, ran CMake to generate the proj files, and tried to build it. I am getting the following error (repeatedly): OSG-2.8\include\osg/Export(17) : fatal error C1083: Cannot open include file: 'osg/Config': No such file or directory Maybe I didn't set the

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Wyatt Earp
Thanks, I am using OSG 2.8.0 and the osgPPU from SVN. Is that a problem? Also... I clicked configure on the CMake panel, then proceeded to point all of the OSGxxx_LIBRARY_RELEASE type vars to the correct location/files. I thought I set OSG_DIR to the root of my osg tree, but I'll check. I

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Wyatt Earp
what is the difference between OSG_INCLUDE_DIR and OSG_GEN_INCLUDE_DIR? W On Fri, Oct 30, 2009 at 12:08 PM, Art Tevs arti_t...@yahoo.de wrote: Hi, WyattEarp wrote: I am using OSG 2.8.0 and the osgPPU from SVN.  Is that a problem? yes, it will be a problem. osgPPU from SVN needs some

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Wyatt Earp
Everything, osgPPU, plugin and examples builds. What is the cudakernel project that Cmake generated? Note of the files will open in VS. W On Fri, Oct 30, 2009 at 12:08 PM, Art Tevs arti_t...@yahoo.de wrote: Hi, WyattEarp wrote: I am using OSG 2.8.0 and the osgPPU from SVN.  Is that a

Re: [osg-users] SpeedTree Example for late version of OSG?

2009-10-28 Thread Wyatt Earp
Actually I haven't tried any of these for various reasons: According to the post with the most info, “There are serveral ways to do it: 1. alternative: Just use the opengl example from speedtree and wrap it with a custom drawable. Using this solution there are many pros: * easy to integrate

[osg-users] SpeedTree Example for late version of OSG?

2009-10-27 Thread Wyatt Earp
I would like to integrated SpeedTree 5.0 into an osg application. Having searched the mailing list archives the most recent mention of a SpeedTree example that I found was over a year ago. Has anyone been using SpeedTree with OSG and possibly put together an example that would show how to use

Re: [osg-users] How do I create/update uniform struct?

2009-09-04 Thread Wyatt Earp
Kern usene...@rk-se.de wrote: Wyatt Earp schrieb: How would I create/set the uniform struct? You don't create/set the whole struct at once, but the individual members of the struct. OpenGL recognizes struct members by the typical dot notation name of struct.name of member. regards

[osg-users] How do I create/update uniform struct?

2009-09-03 Thread Wyatt Earp
I want to use a struct in my glsl shader. osg::StateSet::getOrCreateUniform allows for the specification of Uniform::Type, but I don't see an enumeration for struct. How would I create/set the uniform struct? WE ___ osg-users mailing list

[osg-users] How do I create/update uniform struct?

2009-09-03 Thread Wyatt Earp
I want to use a struct in my glsl shader. osg::StateSet:: getOrCreateUniform allows for the specification of Uniform::Type, but I don't see an enumeration for struct. How would I create/set the uniform struct? WE ___ osg-users mailing list

[osg-users] How do I create/update uniform struct?

2009-09-03 Thread Wyatt Earp
I want to use a struct in my glsl shader. osg::StateSet::getOrCreateUniform allows for the specification of Uniform::Type, but I don't see an enumeration for struct. How would I create/set the uniform struct? WE ___ osg-users mailing list

Re: [osg-users] frame rate faster than monitor vsync?

2009-07-12 Thread Wyatt Earp
really detect movement beyond 60Hz? Would it just be for rendering individual frames for a movie? PhilT -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org]on Behalf Of Wyatt Earp Sent: 11 July 2009 19:08

Re: [osg-users] frame rate faster than monitor vsync?

2009-07-11 Thread Wyatt Earp
I have renderered in excess of 2 KHz on ocassion. Wyatt On 7/11/09, Ulrich Hertlein u.hertl...@sandbox.de wrote: Hi Bob, On 10/7/09 9:05 PM, Bob Youmans wrote: Hi, does anyone know if it’s possible to run faster than the 60Hz vsync or 100Hz osg limit, if computational performance is the

Re: [osg-users] master/slave camera question

2009-06-10 Thread Wyatt Earp
Ultimately I am trying to generate an image where each pixel represents the distance from the viewer to the content in the pixel. I guess you could think of it as something like an imaging range finder. Wyatt On 6/10/09, Robert Osfield robert.osfi...@gmail.com wrote: HI Wyatt, On Tue, Jun 9,

Re: [osg-users] master/slave camera question

2009-06-09 Thread Wyatt Earp
So... Let me see if I understand this... Assuming I pass no args to the app when I run it, the osgdistortion createDistortionSubgraph first creates a camera which will render the scene to a texture attached to an FBO before the main camera renders the scene. Then the hud camera is created to

Re: [osg-users] master/slave camera question

2009-06-04 Thread Wyatt Earp
? -- On Thu, Jun 4, 2009 at 3:06 AM, Robert Osfield robert.osfi...@gmail.comwrote: HI Wyatt, Have a look at the osgdistortion example as it doesn't exactly what you are talking about. Robert. On Thu, Jun 4, 2009 at 12:36 AM, Wyatt Earp wyattbsearp1...@gmail.com wrote: I want to render

[osg-users] master/slave camera question

2009-06-03 Thread Wyatt Earp
I want to render my scene to a texture using an FBO, then I want to take that texture as input for another render pass, where I will do some magic in a shader, finally displaying the results on a quad occupying the entire fov. How do I do this? Does this involve slave cameras? In

[osg-users] Makefile question

2009-05-13 Thread Wyatt Earp
I am writing my own make files for my osg app... when I link to GL, or GLUT, I use -lGL or -lGLUT... what is the equivalent for osg libraries? Would it be something like -losgViewer for libosgViewer.so? W.E. ___ osg-users mailing list