Re: [osg-users] [build] Why Restoring OpenGL currentState is not working with OpenGLES2 but working with GLES1

2012-11-16 Thread Koduri Lakshmi
Hi, The error is not with the previous post code. When I added the following code then the model is displayed. Code: mtForMarker[idx]=new osg::MatrixTransform(); osg::Shader * vshader = new osg::Shader(osg::Shader::VERTEX, gVertexShader ); osg::Shader *

[osg-users] Problem compiling VIrtualPlanetBuilder on OS X

2012-11-16 Thread Tony Vasile
I am trying to build VirtualPlanetBuilder against OpenSceneGraph 3.1.0 by using the trunk branch from the virtual planet builder svn repository on OS X Mountain Lion (10.8.2) and I am getting the following errors whilst compiling BuildOptionsIO.cpp:

Re: [osg-users] R: building OSG 3.0.1 on Mac Snow Leopard

2012-11-16 Thread Stephan Maximilian Huber
Hi Gianluca, the message PixelBufferCocoa :: realizeImplementation not implemented yet should not lead to a crash. Without a stack-trace it's hard to tell why your app crashes. And please keep the discussion on the osg-users-list, so other have a chance to search the archive. cheers, Stephan

[osg-users] Cannot set custom shader for a node

2012-11-16 Thread michael kapelko
Hi. I'm using SoftShadowMap scene and I want to assign custom shader to one of the nodes, but it doesn't work. I do it like that: osg::ref_ptrosg::Shader frag = new osg::Shader(osg::Shader::FRAGMENT, code); osg::StateSet *ss = box-getOrCreateStateSet(); osg::ShaderAttribute *sa = new

[osg-users] slave camera using rtt texture

2012-11-16 Thread Daniel Schmid
Hi all I have a composite viewer, where the main camera renders to texture. No I added a slave camera (POST_RENDER that uses the same graphics context as the main camera). I had a screen quad child on which I would like to render the texture from the main camera. But all I get is a black

Re: [osg-users] Problem compiling VIrtualPlanetBuilder on OS X

2012-11-16 Thread Robert Osfield
Hi Tony, Raising the problem on the mailing list is the appropriate place. IF you have a fix then just post it to osg-submissions where I can merge it. Cheers, Robert. On 16 November 2012 12:47, Tony Vasile ming...@gmail.com wrote: I am trying to build VirtualPlanetBuilder against

Re: [osg-users] slave camera using rtt texture

2012-11-16 Thread Robert Osfield
Hi Daniel, I'm rather lost with exactly what you want to do and the code you've used. It's probably most productive to just point you in the direction of code that probably does something similar to what you are after. The osgdistortion example is probably a good place to start - this renders

Re: [osg-users] Cannot set custom shader for a node

2012-11-16 Thread Robert Osfield
Hi Michael, It's probably a bit premature to use the OSG's shader composition work, you could try and use but it's very much bleeding edge. For non experimental work I would recommend using the standard osg::Program/osg::Shader/osg::Uniform functionality. See the osgshader example for

Re: [osg-users] LineSegmentIntersector gives incorrect results (intersections missing)

2012-11-16 Thread Peter Bako
Hello Robert. I digged a bit into the OSG source code and I found out that its a precision problem. I use big models where the vertex coordinate values are 1000. I don't know the exact process of the intersection search, but I assume that the lineSegment is clipped in the

Re: [osg-users] Change uniform array size

2012-11-16 Thread Peterakos
Hello. I try to create an algorithm which uses a configurable number of samples: uniform vec3 sample_kernel[256]; When i use value higher than 502, i get some errors which probably refer to my GPU (gtx 650). It seems gl_MaxFragmentUniformComponents is 2048. I try to use

[osg-users] Are shaders not saved during osgDB::writeNodeFile?

2012-11-16 Thread michael kapelko
Hi. I've attached custom shader for a node in a ShadowedScene. I then called osgDB::writeNodeFile upon it and found out that it doesn't save those shaders into osg file. Is it so by design or am I doing it wrong? PS: Source code: http://pastie.org/5390724 Source code archive:

Re: [osg-users] Ideas about a resource system, and deferred rendering framework

2012-11-16 Thread michael kapelko
What's the progress on this? And is there any open repository? 2012/9/17 Jeremy Moles cubic...@gmail.com On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote: Hi Jeremy, Thanks for the tests and feedback. I'm focusing on creating a material system which may be a little similar to the Ogre

Re: [osg-users] Ideas about a resource system, and deferred rendering framework

2012-11-16 Thread Wang Rui
Hi Michael, Current implementation is maintained in osgRecipes ( https://github.com/xarray/osgRecipes), and some snapshots are shared in the mail-list a few days ago using both VDSM and the compositor. Wang Rui 2012/11/17 michael kapelko korn...@gmail.com What's the progress on this? And

[osg-users] Why to use Shaders to render model in Android with OpenGLES2

2012-11-16 Thread Koduri Lakshmi
Hi, I completed osgAndroid Example with GLES1 successfully. If I try to run the same example with OpenGLES2 then the OSG model is not rendering. If I add the following code then I am able to see the model on my device. Code: mtForMarker[idx]=new osg::MatrixTransform();

Re: [osg-users] Why to use Shaders to render model in Android with OpenGLES2

2012-11-16 Thread Chris Hanson
I completed osgAndroid Example with GLES1 successfully. If I try to run the same example with OpenGLES2 then the OSG model is not rendering. If I add the following code then I am able to see the model on my device. This is normal. 1) Why should I add the shaders in OpenGLES2 to display