[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

[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.

Re: [osg-users] osg::PPU texel 0,0 in depthbuffer is wrong

2012-10-05 Thread Peterakos
Hello. This is what i use for depth texture creation: osg::Texture2D* texture2D = new osg::Texture2D; texture2D-setTextureSize(tex_width, tex_height); texture2D-setInternalFormat(GL_RGBA); texture2D-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);

[osg-users] Difference between osgFX and osgPPU

2012-10-08 Thread Peterakos
Hello. Is there any difference between these 2 or are they different implementations for the same purpose ? For someone who wants to support multi passes (using shaders) on model nodes which is better ? thnx. ___ osg-users mailing list

[osg-users] Normalmap with osgPPU

2012-10-09 Thread Peterakos
Hello. Is it possible to retrieve the normal map using osgPPU ? I have used the following shaders and a blue screen appears. Vert --- varying vec3 normal; void main(void){ gl_Position = ftransform(); normal = gl_NormalMatrix * gl_Normal; } Frag --- varying vec3 normal; void

[osg-users] Texture coords in osgmultiplerenderingtargets.

2012-10-10 Thread Peterakos
Hello. in the example osgmultiplerenderingtargets, why are the texture coordinates initialized as: 0, 0 tex_width, 0 tex_width, tex_height 0, tex_height instead of 0,1 1,0 1,1 0,1 (the result is different) Thank you for your time. ___ osg-users

[osg-users] COLOR_BUFFER and COLOR_BUFFER0

2012-10-10 Thread Peterakos
Hello. What's the difference between COLOR_BUFFER and COLOR_BUFFER0 ? In case i want to use COLOR_BUFFER0 in frag shader, i use gl_FragData[0]. What about COLOR_BUFFER ? And last question, in case i dont use FBO, why writting gl_FragData[0] to fragment shader gives us the correct result ?

[osg-users] FBO and source formats

2012-10-11 Thread Peterakos
Hello. First of all sorry if the next question is dumb but i couldnt find it anywhere. I use camera-attach(osg::Camera::COLOR_BUFFER0, textureColor); in my program. It works only if the texture's source format is GL_RGBA. As i read in setSourceFormat's comment: Sets the external source image

Re: [osg-users] Render to texture and write image to file.

2012-10-13 Thread Peterakos
Ok found it... I just had to write to image in post camera callback... nothing more. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] slave camera render to texture.

2012-10-14 Thread Peterakos
Hello. My task is to have 2 cameras being exactly the same. The first one will render to my window and the second one to texture. First i tried to create a camera as child to scene data and add the same model as child. So i used the following code: Viewer viewer; Camera* camera = new

[osg-users] Window stucks while using 2 pass technique

2012-10-16 Thread Peterakos
Hello. I add to the viewer the following scene graph: Group MyEffect Model MyCamera Model The effect uses a 2 pass technique. In the first pass i render to texture the contents of color buffer 0 using MyCamera. In the second pass, i use the previous texture and i render

[osg-users] osgFX::Registry::Proxy proxy

2012-10-19 Thread Peterakos
Hello. What osgFX::Registry::Proxy proxy(new MyEffect); does ? Couldnt find any reference anywhere. i see it is used in predefined Effects like Outline. thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] how does osg call opengl's api

2012-10-20 Thread Peterakos
Hello. I assume you have the code of OSG. Go to svn\OpenSceneGraph\src directory and search all *.cpp files for the gl function you want. thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Problem with perspective and depth value

2012-11-07 Thread Peterakos
Hello again. Forgot to mention this picture is the result of float depth_value = gl_FragCoord.z; gl_FragData[0] = vec4(depth_value, depth_value, depth_value, 1); This is how i try to export the depth texture. thnx again. ___ osg-users mailing list

Re: [osg-users] problem with linear depth in fragment shader

2012-11-08 Thread Peterakos
Not sure if the different levels of depth are distinguishable in first image. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Problem with TBN matrix

2012-11-12 Thread Peterakos
Hello. I use this method: http://www.john-chapman.net/content.php?id=8 for ssao pass. For each fragment i create a hemisphere of samples. This hemisphere is oriented based on fragment's normal, which means the samples have to be oriented based on normal too. The problem is that i cant be sure

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] Problem turning off the lights with override

2012-11-20 Thread Peterakos
Hello. I try to turn off the lights in my scene using the following code but it fails. group-getOrCreateStateSet()-setMode(GL_LIGHTING, osg::StateAttribute::OFF || osg::StateAttribute::OVERRIDE ); When i use this though, the lights are turned off successfully.

Re: [osg-users] Export 3ds max to *.osg or *.dae.

2012-11-21 Thread Peterakos
Edit second sentence: Now i try to use it in OSG. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Problem with high detailed model with skinning.

2012-11-22 Thread Peterakos
Hello. Thank you for your answer. I use collada format. I have run the model using the osganimationviewer example. i will try what you wrote. thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] problem with shader loader

2012-11-27 Thread Peterakos
Hello. Inside OpenSceneGraph-Data i have create a folder with name mydata. Even though the line: ref_ptrNode node = osgDB::readNodeFile(mydata/model.dae); loads the model, i cannot load shader files from the same directory. The call shader-loadShaderSourceFromFile(fileName) fails. The same

[osg-users] RigTransformHardware skinning on DAE models

2012-11-28 Thread Peterakos
Hello. I use the default RigTransformHardware for skinning on a dae Model with skeleton. My model consists of 4 RigGeometries (image 1). The number of bones per vertex is 7, 2, 20 and 15 respectively. After enabling the OSG_NOTIFY as INFO i see that it creates vec4 boneWeightX attributes based on

Re: [osg-users] Tutorials

2012-12-05 Thread Peterakos
Hello Here are the books + quick guide: http://www.openscenegraph.com/index.php/documentation/books And you can also download the source code of many examples using svn: http://www.openscenegraph.com/index.php/downloads/code-repositories thnx. ___

[osg-users] Depthmap from light's point of view

2012-12-12 Thread Peterakos
Hello. Lets say there is cessna as a child in LightSource group. LightSource has 1 light. What i want to do is to get the depth map from light's point of view. How can i do this ? I am thinking of placing a Camera as a child in LightSource. This camera will look at exactly the same direction as

[osg-users] osgShadow::ShadowMap troubles

2012-12-13 Thread Peterakos
Hello. I have some questions based on osgSHadow::ShadowMap 1) I try to use the makeDebugHUD from ShadowMap class with hudCamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR), but it doesnt work because in a scene with a movable cessna and a non-movable truck, the

[osg-users] Texture internal and source format questions

2012-12-14 Thread Peterakos
Hello. Lets say i have a texture which stores the depthmap. 1) Is the following correct ? texture2d-setInternalFormat(GL_DEPTH_COMPONENT16); texture2d-setSourceFormat(GL_DEPTH_COMPONENT); texture2d-setSourceType(GL_UNSIGNED_SHORT); 2) Why do we need do initialize both internal format and

[osg-users] Use many effect on the same model

2012-12-15 Thread Peterakos
Hello. I want to use 2 different effects on the same model but i am not sure if this is possible. I have 2 multi pass render algorithms implemented in 2 different effects. Can i have the following graph ? Effect1 Effect2 Model Knowing that the child's state overrides the parent's, i

Re: [osg-users] Use many effect on the same model

2012-12-16 Thread Peterakos
Hello. Thank you for your answer but it seems it doesnt work because with this graph we have 2 models in the scene (one on top of each other) I want my model to be affected by both effects (only 1 model in the scene). thnx again. ___ osg-users mailing

[osg-users] Draw shadow map to quad problem.

2012-12-20 Thread Peterakos
Hello. I have a camera which renders to osg::Camera::DEPTH_BUFFER using camera-attach(osg::Camera::DEPTH_BUFFER, texture); Here is how i create the texture: texture-setInternalFormat(GL_DEPTH_COMPONENT); texture-setSourceFormat(GL_DEPTH_COMPONENT);

Re: [osg-users] Draw shadow map to quad problem.

2012-12-21 Thread Peterakos
Hello. It was my mistake because i forgot that gl_TexCoord[0] was vec4. I should use gl_TexCoord[0].xy. thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] osg coordinate system

2012-12-28 Thread Peterakos
Hello. Osg uses a coordinate system in which the +y axis goes into the screen and +z axis goes up. Does this default matrix affects the model matrix of each object on the scene or the view matrix of all the cameras ? I wish i could remove this behavior. thnx.

[osg-users] Retrieve Wold matrix while animating

2013-01-22 Thread Peterakos
Hello. I try to create a multi pass algorithm and i am stuck. I use my own view and projection matrix for an absoluted positioned camera. But i cant figure out how to handle the World matrix. Glsl gives me gl_ModelViewMatrix but i need only the model matrix for the current vertex being processed.

Re: [osg-users] osgFX::Registry::Proxy proxy

2013-01-24 Thread Peterakos
Hello and thank you for your answer. Why do i have to register the effect? When i remove this line nothing is changed. Isnt the following enough ? ref_ptrMyEffect effect = new MyEffect(model.get()); effect-addChild(model.get()); group-addChild(effect); The model has to be passed to MyEffect's

Re: [osg-users] Retrieve Wold matrix while animating

2013-01-30 Thread Peterakos
Hello. Thank you for your answer, but there is a problem. In the first pass algorithm, the value osg_ViewMatrixInverse is wrong. It corresponds to the main camera instead of the RTT camera i use. The variable gl_ModelViewMatrix is correct though. Any idea of what i can do to pass the correct

Re: [osg-users] Retrieve Wold matrix while animating

2013-02-01 Thread Peterakos
Hello. I try to obtain the world matrices using getWorldMatrices. The graph is : Group Group MatrixTransform The object uses the following matrix as Matrix Transform: 1 0 0 0 0 1 0 0 0 0 1 2.5 0 0 0 1 But i still get 3 identity matrices. When i add the object in scene, its

[osg-users] Higher render precision in render camera.

2013-02-10 Thread Peterakos
Hello. I use a shader to write the depth value of a model as color in screen using gl_FragColor = vec4(depth, depth, depth , 1). But it seems it renders the model with only 8-bit per channel precision. Can i change that behavior of the main camera (to 32-bit per channel)? thnx.

Re: [osg-users] Low frame rate for one animated character.

2013-02-16 Thread Peterakos
Edit for the last question: If i face such difficulties with only 1 character, how do the modern 3D action games work ? ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Camera Manipulator problem

2013-02-18 Thread Peterakos
Hello. I try to make my own camera manipulator in which the push events with X lower than the half of the window will be ignored. I created a class, which derives trackball manipulator. Here is the handle method virtual bool handle( const osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter us )

Re: [osg-users] [osgPPU] osgPPU with GL3

2013-02-24 Thread Peterakos
Hello. Not sure what you mean abandoned, but it works for me. I have run some of the osgPPU examples. thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Problem loading RGBA bmp.

2013-03-12 Thread Peterakos
Hello. I try to load a bmp image and set it to a texture. When i render the model with the texture (using shaders), even though the rgb channels are passed fine, the alpha channel is always 1. When the image is loaded (using readImageFile), the pixel format is GL_RGBA (which is correct). But the

[osg-users] Hardware animation problem

2013-03-17 Thread Peterakos
Hello. I try to animate a model using RigTransformHardware. The comments in createVertexAttribList() of RigTransformHardware.cpp say: // create vertex attribute by 2 bones // vec4(boneIndex0, weight0, boneIndex1, weight1) // if more bones are needed then other attributes are created //

[osg-users] Problem with shadow2D

2013-04-21 Thread Peterakos
Hello. I try to implement shadowmapping for my scenes but i cant get shadow2D to work. Here are the parts of code for shadowmapping using texture2D: Vertex shader shadow_coords = light_projection * light_view * vertex; shadow_coords.xy = shadow_coords.xy / 2.0 + 0.5 *

[osg-users] Read dae files with osg.

2012-02-26 Thread Peterakos
Hello. I have to load a .dae model in my scene and i was wondering if there is any code example. I use the following code osg::ref_ptrosg::Node root = osgDB::readNodeFile( bmw.dae ); but i get a warning: Could not find plugin to read objects from file bmw.dae. I have built OpenSceneGraph code,

Re: [osg-users] Read dae files with osg.

2012-02-26 Thread Peterakos
a copy of them in the prebuilt 3rd party dependencies that are distributed along side OSG. After that you you should get a DAE plugin inside of the OSG projects list. This will enable you to load collada files. Regards, Kim. On 26 February 2012 15:47, Peterakos hay...@gmail.com wrote

[osg-users] Light source default position

2012-03-05 Thread Peterakos
Hello. I found this shader line in the book: float intensity = dot(vec3(gl_LightSource[0].position), normal ); i was wondering why he doesnt normalize the light source position. He loads the cow.osg. The normal vector is normalized using: normal = normalize(gl_NormalMatrix * gl_Normal); Thank

[osg-users] Passing dae data in shader.

2012-03-26 Thread Peterakos
Hello. Is there any way using the dae plugin in osg, to pass the vertices in shader code as attributes? What i do now for simple geometry shapes (lets assume we have a quad), is to use setAttributeValues( ... ); passing the vertices' positions, colors normals etc. How can i get this information

Re: [osg-users] Passing dae data in shader.

2012-03-26 Thread Peterakos
Hello. Is there any Sample/Example for this ? Thank you again. On 26 March 2012 15:00, Christian Buchner christian.buch...@gmail.comwrote: I'd say you would have to modify the DAE reader according to your shader's needs, or alternatively you'd need to do some postprocessing on the returned

[osg-users] Colors in dae file

2012-03-27 Thread Peterakos
Hello. I have some problems reading colors from dae files. I use a node visitor to traverse the scene graph. On each geode's geometry, I get the vertices, normals and colors using: geom-getVertexArray() geom-getColorArray() geom-getNormalArray() The problem is that getColorArray() returns NULL.

[osg-users] Safe downcast

2012-08-20 Thread Peterakos
Hello. In the example osganimationviewer in main there is the following line: osg::Group* node = dynamic_castosg::Group*(osgDB::readNodeFiles(arguments)); How safe is this if i use only 1 model in arguments and it is not Group ? Thank you for your time.

Re: [osg-users] Safe downcast

2012-08-21 Thread Peterakos
Hello. I forgot to mention that i check it. That's why i posted it. Cause it is very strange to run even though there is no group as root.. osg::ref_ptrosg::Group node = dynamic_castosg::Group*(osgDB::readNodeFile( astroboy_walk.dae )); if(!node) { std::cout Model could not be loaded

[osg-users] Problems with graphics cards and Vertex Arrays

2012-09-03 Thread Peterakos
Hello. In my application i use the following code: geom-setVertexAttribArray(0, data_array); geom-setVertexAttribBinding(0, osg::Geometry::BIND_PER_VERTEX ); program-addBindAttribLocation(position_attr, 0); I run this application in 2 different graphics cards: 1) NVidia 7900 GS 2) ATI 5570

[osg-users] Split screen

2012-09-04 Thread Peterakos
Hello. Is there any way to split the screen in 2 (vertical) ? I would like to use 2 different cameras at the same time. thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Program attribute cannot me removed

2012-09-04 Thread Peterakos
Hello. I face a problem with a program attribute. I enable the program using this: osg::StateSet* stateset = model_node-getOrCreateStateSet(); stateset-setAttributeAndModes( program, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE ); and i disable it using: osg::StateSet* stateset =

Re: [osg-users] Program attribute cannot me removed

2012-09-04 Thread Peterakos
Hello. I have used this: stateset-setAttributeAndModes(new osg::Program()); and it worked. But why the other way didnt work ? thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Program attribute cannot me removed

2012-09-05 Thread Peterakos
Hello. This is what i did. I disabled it in run time and checked the state set before and after this line: stateset-removeAttribute(osg::StateAttribute::PROGRAM) Before that line the program was in attribute list along with lighting. After that line, only lighting was there. But still the

[osg-users] (no subject)

2012-09-06 Thread Peterakos
Hello. My task is to render an animated dae character with shaders. I have created a simple vertex shader: attribute vec4 position_attribute; attribute vec4 color_attribute; varying vec4 color; void main(){ color = color_attribute; gl_Position = gl_ModelViewProjectionMatrix *

Re: [osg-users] (no subject)

2012-09-06 Thread Peterakos
Hello. First of all the SceneGraph that is created after i read the dae file doesnt have any RigTransformSoftware node. Does that mean the values in the vertex array in the rig geometry will stay the same during the program execution (and they will never get the updated value) ? In order for me

[osg-users] Vertex Attrib arrays

2012-09-07 Thread Peterakos
Hello. I create a geom and i set the Vertex arrays and the Vertex Attrib arrays for color, position and texcoords. What i noticed is that even if i dont use shaders in my application, the Vertex Attrib Arrays overwrite the Vertex Arrays. Is that true ? Nowhere in the application i set

[osg-users] Osg Sliders

2012-09-07 Thread Peterakos
Hello. Are there sliders in osgWidget ? Didnt find any example that uses sliders. Do i have to create my own ? thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] osgviewerfltk doesnt appear in solution

2012-09-08 Thread Peterakos
Hello. I use CMake to create the openscenegraph solution Even though i set the fltk paths paths, the osgviewerfltk project doesnt appear in solution. Here are the values i set in parameters: FLTK_GL_LIBRARY:fltk 1-3-0/lib/fltkgl.lib FLTK_INCLUDE_DIR: fltk 1-3-0/include FLTK_LIBRARY:

[osg-users] OpenGL core

2012-09-09 Thread Peterakos
Hello. How do i change opengl profile between core and compatibility? Which one is the default that the osg uses ? thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] VIewer light and scaled scene

2012-09-09 Thread Peterakos
Hello. I have 2 questions. Does the osg::viewer's light continue to affect the sene graph if it (the scenegraph) has each own lights? How can i disable the viewer's operation of scaling down the models in a scenegraph if they are too big? thnx. ___

[osg-users] Opengl 3

2012-09-10 Thread Peterakos
Hello. I face a problem trying to compile open scene graph using open gl 3. I get errors like these: error C3861: 'glLoadMatrixf': identifier not found error C3861: 'glMultMatrixf': identifier not found error C3861: 'glLoadMatrixd': identifier not found error C3861: 'glMultMatrixd': identifier

Re: [osg-users] Opengl 3

2012-09-11 Thread Peterakos
September 2012 04:58, Paul Martz pma...@skew-matrix.com wrote: On 9/10/2012 10:34 AM, Peterakos wrote: Hello. I face a problem trying to compile open scene graph using open gl 3. I get errors like these: error C3861: 'glLoadMatrixf': identifier not found error C3861: 'glMultMatrixf

[osg-users] AntTweakBar with Opengl 3.2

2012-09-11 Thread Peterakos
Hello. Has anyone managed to make AntTweakBar work with OpengGL 3.2 and the usage of shaders in the models ? Thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Opengl 3

2012-09-12 Thread Peterakos
Hello. I did exactly what's written in comments in osgsimplegl3, except teh CMAKE_CXX_FLAGS thing. I created the solution, built it and worked fine except for 2 projects which concern QT. I managed to ran the osgsimplegl3. The only thing i did with the gl3/gl3.h is to add this path in visual

Re: [osg-users] Opengl 3

2012-09-12 Thread Peterakos
Hello These error i posted in my first post gave me a hard time. Even though I tried everything to make them disappear they simple didnt. I even tried to delete the whole OpenScenegraph/build directory and build everything from scratch. But they were still there. After that i deleted everything

[osg-users] drawImplementation in every frame

2012-09-14 Thread Peterakos
Hello. I create a class which inherits from drawble and i implement the drawImplenetation method. But as it seems it is called only once at start. I want it to be called in every frame. Do i have to create a DrawCallback and set it to Drawable ? and what would the Drawable::drawImplementation

[osg-users] osgsimplegl3 with opengl 3.2

2012-09-15 Thread Peterakos
Hello. The example osgsimplegl3 sets glcontext version to 3.1. I load cow.osg and i get the following warnings : warning: texgen::apply not supported warning: material::apply not supported When i set version to 3.2 the cow model is not rendered and i get the previous warnings plus the

Re: [osg-users] osgsimplegl3 with opengl 3.2

2012-09-15 Thread Peterakos
Hello. I have managed to solve the problem with the 2 warnigs (by removing materials and shades from cessna.osg. Still cant solve the invalid enumerant. I use osgsimplegl3 as it is but with more simple shaders and seting version to 3.2 Vertex -- #version 150 uniform mat4

[osg-users] OpenGL context and wglGetProcAddress

2012-09-17 Thread Peterakos
Hello. I am trying to use an external widget library in osg. This library tries to load the opengl functions during initialization using wglGetProcAddress. This procedure works in opengl but not in open scene graph. It fails for functions in gl 1.2 and later. I found this: The Microsoft Windows

Re: [osg-users] OpenGL context and wglGetProcAddress

2012-09-18 Thread Peterakos
Thank you very much. it worked. I added the init function of the widget toolkit in the callback. thnx again. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org