[osg-users] My game - Narrow

2017-03-09 Thread Johny Canes
Hi,

Hey, here's a screenshot of my game. I've ported it from Three.js and OSG has 
been a really, really smooth ride so far!

That's an Awesomium texture on that CRT :D!

http://imgur.com/a/mLhUn

Thank you!

Cheers,
Johny

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Re: [osg-users] QOpenGLWidget in osgQt

2017-03-09 Thread Pierre-Jean Petitprez
Hi Glenn and others,

A fellow OSG user once posted a hack to get OSG FBO working nicely with 
QOpenGLWidget. I have used it myself and it works as intended, though it is not 
a really "clean" solution as it involves overriding some OSG classes's 
behaviour.
More info in the related thread: 
http://forum.openscenegraph.org/viewtopic.php?t=15097

Maybe that helps,

Cheers,
Pierre-Jean

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Re: [osg-users] Is it possible to temporarily redirect the main camera of a view?

2017-03-09 Thread Glenn Waldron
Werner,
I have never switched render targets at runtime before, but I have switched
attachments and needed to call camera->dirtyAttachmentMap() after calling
attach() or detach(). Maybe that will work.

Glenn Waldron

On Thu, Mar 9, 2017 at 9:10 AM, Werner Modenbach  wrote:

> Hi all.
>
> Is it possible to redirect the main camera of a view temporarily to a FBO?
> It is my intention to get a snapshot of the scene with a modified
> projection matrix.
> I think about something like that:
>
> osg::ref_ptr camera = view->getCamera();
> osg::Camera::RenderTargetImplementation rti = camera->
> getRenderTargetImplementation();
> osg::Matrixd projectionMatrix = view->getCamera()->getProjectionMatrix();
>
> camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
>
> osg::ref_ptr fbImage = new osg::Image;
>
> fbImage->allocateImage(width,height,1,GL_RGBA,GL_UNSIGNED_BYTE, 1);
>
>
> camera->attach( osg::Camera::COLOR_BUFFER, fbImage.get(), 0, 0);
>
> camera->setProjectionMatrix( projectionMatrix * offsetMatrix );
>
>
> view->frame();
>
> camera->setRenderTargetImplementation(rti);
> camera->detach( osg::Camera::COLOR_BUFFER );
>
> camera->setProjectionMatrix( projectionMatrix );
>
>
>
> I tried it but my screen gets updated on the frame()  call with the
> modified projection matrix
> and the image stays black.
>
> Thanks for any hints.
>
> - Werner -
>
>
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Re: [osg-users] [ A Stack Overflow for OSG? ]

2017-03-09 Thread Jan Ciger
On Thu, Mar 9, 2017 at 2:56 PM, Johny Canes  wrote:

> Stop attacking me though lol
>

Nobody is attacking you. I suggest that if you want to be taken seriously
then you should stop acting like a petulant, immature child. Insults and
constant profanity whenever something isn't to your liking are not a
substitute for arguments (applies to Valerian as well!). This is not a Call
of Duty where you can just bury someone you don't like in insults and think
it is great fun.

If you want to be treated as a professional then start behaving like one.
Otherwise you are only wasting time of the people who are still trying to
answer your questions (most of which, honestly, could be answered in 10
minutes of googling), despite of your attitude.

Regards,

J.
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[osg-users] Is it possible to temporarily redirect the main camera of a view?

2017-03-09 Thread Werner Modenbach

Hi all.

Is it possible to redirect the main camera of a view temporarily to a FBO?
It is my intention to get a snapshot of the scene with a modified 
projection matrix.

I think about something like that:

osg::ref_ptr camera = view->getCamera();
osg::Camera::RenderTargetImplementation rti = 
camera->getRenderTargetImplementation();

osg::MatrixdprojectionMatrix=view->getCamera()->getProjectionMatrix();

camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);

osg::ref_ptr fbImage=newosg::Image;

fbImage->allocateImage(width,height,1,GL_RGBA,GL_UNSIGNED_BYTE,1);

camera->attach(osg::Camera::COLOR_BUFFER,fbImage.get(),0,0);

camera->setProjectionMatrix(projectionMatrix*offsetMatrix);

view->frame();

camera->setRenderTargetImplementation(rti);
camera->detach(osg::Camera::COLOR_BUFFER );

camera->setProjectionMatrix(projectionMatrix);


I tried it but my screen gets updated on the frame()  call with the 
modified projection matrix

and the image stays black.

Thanks for any hints.

- Werner -

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Re: [osg-users] [ A Stack Overflow for OSG? ]

2017-03-09 Thread Johny Canes
Stop attacking me though lol


Jan Ciger wrote:
> On Wed, Mar 8, 2017 at 5:05 PM, Johny Canes < ()> wrote:
> 
> > Dude shut the fuck up lmao
> > 
> 
> 
> 
> 
> How old are you, Johny? 
> 
> 
> *facepalm*
> 
> 
> J.
> 
>  --
> Post generated by Mail2Forum


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Re: [osg-users] Fwd: Slow down with shared nodes

2017-03-09 Thread Andre Normann
Hi,

just one more remark. I have testet the model with the current master
version. Everything is working well.

2017-03-08 15:45 GMT+01:00 Andre Normann :

> Hi Robert,
>
> thanks for your help. I think the problem is the obj loader. I have done a
> quick review of the source code and the loader seems to create for each "f"
> line an own primitive set. This can be optimized. I will try to fix this in
> near future.
>
> I can not understand the difference between 3.2.3 and 3.4.0 on my
> computer. Maybe indeed a driver problem. For now I have a working solution.
>
>
>
> 2017-03-08 15:35 GMT+01:00 Christian Buchner 
> :
>
>> I've recently written some code to merge individual triangle strips
>> by joining them using some degenerate (zero area) triangles.
>>
>> One issue that I've run into is that in wireframe mode this generated
>> some very odd looking artifacts.
>>
>> Find the code here. It may need some adaptation for your use case.
>> http://forum.openscenegraph.org/viewtopic.php?t=16412
>>
>> Christian
>>
>>
>> 2017-03-08 15:32 GMT+01:00 Robert Osfield :
>>
>>> Hi Andre,
>>>
>>> Thanks for the file.  I've just tried it on my Kubuntu 16.04. NVidia
>>> 760 with the OSG-3.4 branch and I see decent performance, the draw
>>> dispatch is bit more expensive than I'd usually expect for a model of
>>> this size but it's not widely expensive like you are seeing.
>>>
>>> The dataset itself looks like the large number of PrimitiveSets is
>>> very high for the number of vertices in each osg::Geometry.  The use
>>> of very short triangle strips rather than a single DrawElementsUShort
>>> GL_TRIANGLES is the core of what is wrong with how the osg::Geometry
>>> have been generated.
>>>
>>> The source of this issue may be down to the .obj or perhaps original
>>> data being very poorly set up.
>>>
>>> Robert.
>>>
>>> On 8 March 2017 at 09:39, Andre Normann  wrote:
>>> > Hi Robert,
>>> >
>>> > I used 3.2.3 to load the obj files and converted it into ive format. In
>>> > 3.2.3 I load the ive file, build my scenegraph and I get 60 fps. When
>>> I now
>>> > load the same ive file into 3.4.0, build my scenegraph, I get the slow
>>> down.
>>> >
>>> > - There must be something which is causing the slow down in
>>> OpenSceneGraph
>>> > - The obj loader is creating a lot of primitive sets, which is not
>>> optimal.
>>> > In near future I will try to fix that issue.
>>> >
>>> > I created a test file. Simply do an "osgviewer SlowDownTest.zip".
>>> >
>>> >
>>> >
>>> > 2017-03-08 9:45 GMT+01:00 Robert Osfield :
>>> >>
>>> >> Hi Andre,
>>> >>
>>> >> On 8 March 2017 at 08:40, Andre Normann 
>>> wrote:
>>> >> > hopefully I am getting closer. I find out, that the source model
>>> might
>>> >> > be
>>> >> > the problem. I exported an obj file from Bentley Microstation and
>>> >> > imported
>>> >> > into OpenSceneGraph. When I now export the scene into an osg file,
>>> I see
>>> >> > a
>>> >> > lot of PrimiteSets (e.g. > 1000). So I will end up with a lot calls
>>> to
>>> >> > DrawElementsUShort. When I load the obj file into 3dsmax convert it
>>> into
>>> >> > a
>>> >> > fbx file and reexport it from OpenSceneGraph into an osg file, I
>>> have
>>> >> > only
>>> >> > one PrimitiveSet with one DrawArrays call. This file is working
>>> well in
>>> >> > 3.4.0 with sharing nodes.
>>> >> >
>>> >> > So I guess there might be a problem with sharing osg::Geometry
>>> which has
>>> >> > a
>>> >> > lot of primitive sets. In 3.2.3 it was working well. What do you
>>> think?
>>> >>
>>> >> It sounds like data import path is the crucial part, perhaps changes
>>> >> to the .obj plugin between 3.2.3 and 3.4.0 are what is causing the
>>> >> difference.
>>> >>
>>> >> Doing an:
>>> >>
>>> >> osgconv myfile.obj myfile.osgt
>>> >>
>>> >> In 3.2.3 and 3.4.0 will tell you the differences that the plugin and
>>> >> any optimization passes are making.
>>> >>
>>> >> Is there any chance you could share an example of one of these .obj
>>> >> files that is causing the performance problems?
>>> >>
>>> >> Robert.
>>> >
>>> >
>>> >
>>> >
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Re: [osg-users] Displaying Geode Bounding Box

2017-03-09 Thread Sebastian Messerschmidt



Hi Sam,


Hi All,

Is there a simple way to display the bounding box of Geode or Geometry?
Or will I have to write up something to do it?


osgWorks[1] might yield something ( osgwbvv)


[1] https://github.com/mccdo/osgworks
Cheers
Sebastian


Thanks, Sam


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