Re: [osg-users] Question about osgShadow::ShadowedScene

2015-02-05 Thread Alexandre Vaillancourt
Robert, All right, thanks a lot for your input! -- Alexandre Vaillancourt 2015-02-05 4:20 GMT-05:00 Robert Osfield robert.osfi...@gmail.com: HI Alexandre, It's a while since I touched the code, but I think with the ViewDependentShadowMap the casters also normally need to be a receiver as

Re: [osg-users] Offscreen rendering (e.g. pbuffer) and event processing

2015-02-05 Thread Émeric MASCHINO
Hi Robert, Thanks for spotting to typo. I hadn't noticed this before, and it hadn't been reported either. I am fixing this and will get it checked in once my clean build has completed. My first major contribution to the OSG community ;-) As for implementing an off screen viewer

Re: [osg-users] Question about bump mapping

2015-02-05 Thread Sebastian Messerschmidt
HI Alexandre, There is no automagic thing to do what you are asking for. Why are you insisting on not adding an osg::Program here? Right now Robert is doing some work on a shader composition like approach, which might do the Program-injection automatically, but for now the preferred way to

Re: [osg-users] Question about bump mapping

2015-02-05 Thread Alexandre Vaillancourt
Robert, This appears to be exactly the situation. Is there a way to see where this feature is enabled and is there is a way to disable it? Thanks a lot! -- Alexandre Vaillancourt 2015-02-05 13:54 GMT-05:00 Robert Osfield robert.osfi...@gmail.com: Hi Alexandre, It sounds like might be

Re: [osg-users] Question about bump mapping

2015-02-05 Thread Trajce Nikolov NICK
Hi Alexandre, if you want to disable the texture that is bound to unit 1, you have to write a NodeVisitor that will traverse the statesets of the nodes where the texture to unit 1 is set, and simply switch that attribute to StateAttribute::OFF Nick On Thu, Feb 5, 2015 at 8:03 PM, Alexandre

Re: [osg-users] Question about bump mapping

2015-02-05 Thread Alexandre Vaillancourt
Hi Nick, Hi Alexandre, if you want to disable the texture that is bound to unit 1, you have to write a NodeVisitor that will traverse the statesets of the nodes where the texture to unit 1 is set, and simply switch that attribute to StateAttribute::OFF Nick I'm no expert but am I correct to

Re: [osg-users] Question about bump mapping

2015-02-05 Thread Trajce Nikolov NICK
You are correct. If you disable the texture for some unit it will not be available for your shaders. I am familiar a bit with Creator and OpenFlight, and with the OpenFlight loader. So you can have multitextures in your nodes, but it is up to the shaders to use them or not, and how to use them.

[osg-users] osgEphemeris build on Linux

2015-02-05 Thread Trajce Nikolov NICK
Hi All, this is not for this list, but I know some of you are using it. I downloaded the source from https://code.google.com/p/osgephemeris/source/checkout, run CMake (on Linux) and run make. or make all. It seam it is not set to be built on Linux even though CMake generated the Makefiles. What I

Re: [osg-users] osgEphemeris build on Linux

2015-02-05 Thread Alberto Luaces
Trajce Nikolov NICK writes: ~/Dev/osgephemeris/osgEphemeris make all GNUmakefile:1: /makedefs: No such file or directory GNUmakefile:6: /makerules: No such file or directory ^^^ You are calling the provided GNUmakefile. Either change to an out-of-source build or call make with -f

Re: [osg-users] osgEphemeris build on Linux

2015-02-05 Thread Chris Hanson
Seems like we rebuilt it a while ago and it needed a bunch of hacking but I can't recall what the deal was. On Thu, Feb 5, 2015 at 7:33 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi All, this is not for this list, but I know some of you are using it. I downloaded the

Re: [osg-users] osgEphemeris build on Linux

2015-02-05 Thread Trajce Nikolov NICK
Thanks Chris, Alberto. Alberto, yeah, that did the build. Thanks again Nick On Thu, Feb 5, 2015 at 4:08 PM, Chris Hanson xe...@alphapixel.com wrote: Seems like we rebuilt it a while ago and it needed a bunch of hacking but I can't recall what the deal was. On Thu, Feb 5, 2015 at 7:33 AM,

Re: [osg-users] Bug in OSG? getMatrix() and setByMatrix() is not enough to transrer camera state

2015-02-05 Thread Robert Osfield
Hi Dan, It was never my intention that the osgGA::CameraManipualtor would become THE way to manage cameras in OSG users applications, just a convenient tool for most OSG examples and basic OSG applications. They have kinda taken on a bit of life of their own, beyond what really the merit they

Re: [osg-users] Bug in OSG? getMatrix() and setByMatrix() is not enough to transrer camera state

2015-02-05 Thread Dan Shebounin
For now, existing manipulators does fit. Well... almost :) I have an idea to write my own, but for quick-n-dirty concept existing will be ok. Cheers, Dan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62623#62623

Re: [osg-users] Bug in OSG? getMatrix() and setByMatrix() is not enough to transrer camera state

2015-02-05 Thread Dan Shebounin
Thanx, Robert! Get it. I suppose, the most convenient way then - is to subclass KeySwitchMatrixManipulator and override handle() method. My app knows, what manipulators will be added to KeySwitcher, and will perform all required additional settings during switch. Cheers, Dan

Re: [osg-users] osgEphemeris build on Linux

2015-02-05 Thread Trajce Nikolov NICK
Thanks Chris. I know someone has hacked it to work nice. I hope these people can share it :-) . maybe update the base code on the repo as well Nick On Thu, Feb 5, 2015 at 5:29 PM, Chris Hanson xe...@alphapixel.com wrote: I haven't actually used it in about 2 years. I switched to using

Re: [osg-users] osgEphemeris build on Linux

2015-02-05 Thread Chris Hanson
I haven't actually used it in about 2 years. I switched to using osgEarth for most stuff now, and it includes its own sky, though it doesn't have the same featureset as osgEphemeris. On Thu, Feb 5, 2015 at 9:25 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Me again, on this

Re: [osg-users] osgEphemeris build on Linux

2015-02-05 Thread Trajce Nikolov NICK
Me again, on this topic. I hope noone will be mad for using this list for 3rd party software. Alberto, Chris, did you made it work? For some reason I am setting the skyDomeCenter to be the eye point and it doesnt work. Also, setMoveWithEyePoint seam to not have an effect. Any hints? Thanks again

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

2015-02-05 Thread Robert Osfield
Hi Dan, There is limit on how well you can two sync two very different camera manipulators as a straight forward matrix isn't always sufficient. Robert. On 5 February 2015 at 11:35, Dan Shebounin danil.shebou...@gmail.com wrote: I think, I have found a bug in OSG KeySwitchMatrixManipulator.

Re: [osg-users] Bug in OSG? getMatrix() and setByMatrix() is not enough to transrer camera state

2015-02-05 Thread Robert Osfield
Hi Dan, The getMatrix/setByMatrix methods in the CamaraManipulators might be convinient and sufficient for switching between some manipulators but there are too many settings in some of the manipulators to be able to set it purely from a 4x4 matrix so the manipulator has to make a guess at what

Re: [osg-users] Question about osgShadow::ShadowedScene

2015-02-05 Thread Robert Osfield
HI Alexandre, It's a while since I touched the code, but I think with the ViewDependentShadowMap the casters also normally need to be a receiver as it'll self shadow, but there may also be the constraint that the actual rendering of objects is done via the shadow receivers pass. I vagually

Re: [osg-users] Node/Object Serialization

2015-02-05 Thread Robert Osfield
Hi Jeremy, On 5 February 2015 at 01:17, Jeremy jswig...@gmail.com wrote: Robert. Are there plans to expose more information through this interface? Currently It appears that it is largely exposing the properties that are serialized, and I was also hoping to expose read only access to

[osg-users] Bug in OSG? getMatrix() and setByMatrix() is not enough to transrer camera state

2015-02-05 Thread Dan Shebounin
I have discovered, that when working with manipulators, it is not enough to call getMatrix() and setByMatrix(), when switching between manipulators, say, with KeySwitchManipulator. You can try it: run osgsimulation example and try to switch between manipulators with '1' and '2' keys. The

Re: [osg-users] Question about bump mapping

2015-02-05 Thread Robert Osfield
Hi Alexandre, It sounds like might be talking about a pre-rendered shadow texture rather than a shadow map. The OSG by default handles multi-texturing by simply blending them - this is part of the OpenGL fixed function pipeline, so it's not a case of enabling shadow map, but simply blending a

Re: [osg-users] Question about bump mapping

2015-02-05 Thread Robert Osfield
Hi Alexandre, Does the scene graph code you have inherited contain use of osgFX::BumpMapping? osgFX::BumpingMapping It's a really ancient bit of the OSG so it's really how I'd tackle it these days but it provides the old style osg::VertexProgram and FragmentProgram. Have a look at the

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

2015-02-05 Thread Dan Shebounin
I think, I have found a bug in OSG KeySwitchMatrixManipulator. I have checked example, provided with OSG, it have same troubles, when I switch between Trackball and NodeTracker manipulators. -- Read this topic online here:

Re: [osg-users] Question about bump mapping

2015-02-05 Thread Alexandre Vaillancourt
Gentlemen, Thank you for your replies. It turns out that the node is not bumpmapped with a shader (I've used a nodevisitor to check if a program was loaded on a node's stateset and didn't see any). However, the node seems to be having a shadow map. In our model editor (Creator) there is an