Re: [osg-users] VBO and vertex attribute data

2012-10-03 Thread Sebastian Messerschmidt
Hello Janna, If you use a shader program you'll have to bind the attributes to the program: const std::string name=v_tangent program-addBindAttribLocation(name, index); Then in the vertex shader you can access the attribute via: attribute vec3 v_tangent; hth Sebastian Hi, I am working on

Re: [osg-users] dynamic multithreading problem

2012-10-03 Thread Filip Arlet
Hi, I think the problem maybe located in my custom Drawable class. It draws text geometry instead of textured quads (like in osgText::Test). It basicaly works like Group with multiple transforms and geodes with character geometry. But I really need it to be Drawable (structure of transform

Re: [osg-users] glslDevil

2012-10-03 Thread Mathias Fröhlich
Hi, On Tuesday, October 02, 2012 14:01:59 Chris Hanson wrote: Does anyone here on the list know any of the folks involved in the glslDevil project: http://www.vis.uni-stuttgart.de/glsldevil/ This seems to be one of the few prospects for a cross-platform (Linux and Windows anyway) GLSL

Re: [osg-users] glslDevil

2012-10-03 Thread Chris Hanson
May be you can take a look at apitrace. The sources are available at git://github.com/apitrace/apitrace.git and that is and stays open source. Thanks. To me, APItrace looks functionally similar to gDebugger. GLSLdevil is a whole different class of GLSL debugging. Greetings Mathias

[osg-users] bumpmapping and tangentspacegenerator, generating tangents

2012-10-03 Thread John Moore
Dear OSG users, I am trying to develop bump mapping using opengl es 2.0 and openscenegraph. I can't use osgFX because of opengl es 2.0. I have to apply a bump map to an obj that has the map embedded in the MTL. The mtl is like this: newmtl Nuovo Kd 0.80 0.80 0.80 illum 2 Ns

Re: [osg-users] VBO and vertex attribute data

2012-10-03 Thread Janna Terde
This is being done and as I mention it works fine unless I try to use vertex buffer object. so lets say code like this works: Code: geometry-setVertexAttribArray(s_attributeIndex, m_vertexAttributes.get()); geometry-setVertexAttribBinding(s_attributeIndex, osg::Geometry::BIND_PER_VERTEX);

Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-10-03 Thread Craig Bosma
Robert, Paul, et. al: Has any further discussion or work gone into adding proper VAO support to OSG? I'm interested in contributing if I can, mostly because I'd like to see full 3.2 support for OS X. Craig On Mon, Mar 5, 2012 at 8:22 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi David,

Re: [osg-users] VBO and vertex attribute data

2012-10-03 Thread Janna Terde
Hi, I've tried to use gl_MultiTexCoord1 and do geometry-setTexCoordArray(1, secondTexCoords); instead of custom vertex attributes to pass my data and it seems to be working. Does anyone know if there is some kind of problem with using custom vertex attributes ( using methods like

Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-10-03 Thread Paul Martz
Hi Craig -- as far as I know, no one is using vertex array objects with OSG. I am using OSG built for GL3 in an external OpenGL 3/4 project, but for file loading only, not for rendering. (The external project requires OSG built for GL3 in order to avoid including both gl.h and gl3.h in the

Re: [osg-users] Bug in Qt thread integration

2012-10-03 Thread Chris Long
Hi, Thanks for the replies and suggestions. I think I might not have explained the issue as well as I thought, so I'll try again. QThread::currentThread does return a value with static type QThread*. However, it might not point to a QThread instance, but an instance of a subclass of QThread.

[osg-users] osgPPU::Processor and other root's children traversing order

2012-10-03 Thread Peterakos
Hello. I am working on osgPPU but there are some things i haven't completely understood yet. I add 2 children in root's group. A cow model and the osgPPU::Processor. In processor i have added 1 child which outputs the depth buffer and under that child i have added 1 child which outputs to frame

Re: [osg-users] osgPPU::Processor and other root's children traversing order

2012-10-03 Thread Sergey Polischuk
Hiiirc ppu stuff does it things at a renderbin 100. Cheers. 03.10.2012, 23:42, "Peterakos" hay...@gmail.com:Hello.I am working on osgPPU but there are some things i haven't completely understood yet.I add 2 children in root's group.A cow model and the osgPPU::Processor.In processor i have added 1

[osg-users] Backward compatibility with custom serializers

2012-10-03 Thread Farshid Lashkari
Hi, I recently added serialization support for a custom osg::Object derived class in my application. I saved the object to a osgt and osgb file and attempted to load it into an older version of my application, which didn't have serialization support for my custom object yet. Loading the osgt

[osg-users] osg::PPU , Texture unit associated with depth buffer

2012-10-03 Thread Peterakos
Hello In osgppu_ssao project in simple.h file, there are the following lines: shader-add(originalDepthTexture, osg::Uniform::SAMPLER_2D); shader-set(originalDepthTexture, 1); Where is the depth texture associated with texture unit 1 ? i couldnt find it anywhere. thnx.