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
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
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
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:
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:
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
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
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
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
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...
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
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
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
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
I understand the PRE_ and POST_ render but what does NESTED_RENDER
mean? How does that work?
W
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Does osg::Camera only render that what is below it in the scene graph?
W
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, Wyatt Earp wyattbsearp1...@gmail.com wrote:
Does osg::Camera only render that what is below it in the scene graph?
Yes.
Robert.
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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
, 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
:
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
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?
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
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
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
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
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
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
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
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
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
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
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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
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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
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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
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
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,
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
?
--
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
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
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.
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