Re: [osg-users] RayTracedTechnique hangs with Intel HD Graphics - Update

2017-09-02 Thread Julien Valentin
http://forum.openscenegraph.org/viewtopic.php?t=14304 Clement wrote: > Hi, > > Finally I found where causes the problem. For some reasons, gl_Vertex is not > normalized. I looked at osg shader source code (src\osgVolume\Shaders). For > example, in file volume_frag.cpp, > > vec4 t0 =

Re: [osg-users] RayTracedTechnique hangs with Intel HD Graphics - Update

2017-09-02 Thread Julien Valentin
Hi, it surely is the duplicate of http://forum.openscenegraph.org/viewtopic.php?t=14304 I thought this issue was fixed since all this time The hack i use is there curious bug indeed, and so curious solution too @robert Perhaps it may be merged into master...your call... cheers Clement wrote: >

Re: [osg-users] RayTracedTechnique hangs with Intel HD Graphics - Update

2017-09-02 Thread Julien Valentin
Hi, it surely is the duplicate of http://forum.openscenegraph.org/viewtopic.php?t=14304 I thought this issue was fixed since all this time The hack i use is there curious bug indeed, and so curious solution too @robert Perhaps it may be merged into master...your call... cheers Clement wrote: >

Re: [osg-users] using modern shaders with osg - setting vertex attribute layout

2017-09-02 Thread Sebastian Messerschmidt
Hi Antiro, Hi, I'm still struggling with getting setUseVertexAttributeAliasing(true) to combine rendering to textures. To this end, I made made a tiny change to the osgmultiplerendertargets example to see if I could adapt that example to work with setUseVertexAttributeAliasing(true).

Re: [osg-users] using modern shaders with osg - setting vertex attribute layout

2017-09-02 Thread antiro black
Hi, When using the shaders to render only one of color/normal/position to a normal viewer/camera (not to a texture) they all seem to work. I continued to modify a small MRT example which used older shader code which relied on gl_Vertex / gl_Normal etc. The moment I added a

Re: [osg-users] using modern shaders with osg - setting vertex attribute layout

2017-09-02 Thread Robert Osfield
Hi Chris, On 2 September 2017 at 03:40, Chris Kuliukas wrote: > It seems crazy that the official advice is to write shaders and use OSG > just like legacy GL, and OSG will then change your shader code and > reinterpret deprecated calls to make it work via "modern" GL:

Re: [osg-users] using modern shaders with osg - setting vertex attribute layout

2017-09-02 Thread antiro black
Hi, I'm still struggling with getting setUseVertexAttributeAliasing(true) to combine rendering to textures. To this end, I made made a tiny change to the osgmultiplerendertargets example to see if I could adapt that example to work with setUseVertexAttributeAliasing(true). Aside from adding

Re: [osg-users] using modern shaders with osg - setting vertex attribute layout

2017-09-02 Thread Sebastian Messerschmidt
Hi Chris, I'm also transitioning a legacy GL OSG project with a mix of custom shaders to modern GL bit by bit. And I've also had lots of trouble and headache with the built-in modern GL vertex attrib aliasing setting. It seems crazy that the official advice is to write shaders and use OSG

Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-02 Thread Julien Valentin
mp3butcher wrote: > Hi, > A new development branch on refactoring of osgAnimation has been open. > https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation > It provides also some new features and bug fixes. > I invite you all to test, review and critic new design and features. > Feel

Re: [osg-users] using modern shaders with osg - setting vertex attribute layout

2017-09-02 Thread antiro black
Hi Sebastian, I'm compiling under debian jessie 64 bits and am running a NVIDIA GTX 970. The drivers have been updates recently and I am running version 384.69 now. I included a compilable minimal example based on the osgmultiplerendertargets example. Without VertexAttributeAliasing it

Re: [osg-users] using modern shaders with osg - setting vertex attribute layout

2017-09-02 Thread Sebastian Messerschmidt
Hi, Unfortunately your example doesn't compile. If you provide a minimal (i.e. compileable ) example showing the problem we could take a look into it. Due to copyright reasons I cannot give you an example from my code base. Cheers Sebastian Hi, I'm still struggling with getting

Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-02 Thread michael kapelko
Hi. It would be nice to know WHAT changed and WHY. Otherwise the news is kinda funny. Something has been changed and everyone is welcome to test it. Sounds like a github project just went live! But so did thousands of others. On 3 September 2017 at 01:36, Julien Valentin

Re: [osg-users] using modern shaders with osg - setting vertex attribute layout

2017-09-02 Thread Sebastian Messerschmidt
Hi. Sorry I don't on my computer right now, but it seems you are not providing vertex shaders. I'm not sure, but that might cause trouble. I'll get back to the issue tommorow or on Monday. Cheers Sebastian -- Sent from my Android phone with GMX Mail. Please excuse my brevity.On 9/2/17, 21:36

Re: [osg-users] CullVisitor::apply(Geode&) detected NaN,

2017-09-02 Thread RĂ´mulo Cerqueira
Hi guys, I found and solved the problem! :D When I grab the osg scene at first time, my view matrix is NaN; from the second time, this matrix is correctly filled. Then, I modified the grabImage method to replace when the view matrix is NaN by the identity matrix, as follows: Code:

Re: [osg-users] RayTracedTechnique hangs with Intel HD Graphics - Update

2017-09-02 Thread Clement.Chu
Hi, This is two different problems. The length method problem is fixed since osg 3.2.3. See this post http://forum.openscenegraph.org/viewtopic.php?t=15148 for the details. Recently, I found the problem is related to Intel graphic driver. Specify on latest Intel graphic cards. My