Re: [osg-users] [forum] Using OSG after a very long hiatus

2017-03-02 Thread Sebastian Messerschmidt
Hi Rodrigo, Hi, Book? C'mon! We're in 2017!! How do OSG intend to be a great 3D base without an up to date tutorial on-line? The book is extremely well structured to teach you the basics and is also available as an eBook bringing tons of code for playing around and learning. Also there

Re: [osg-users] Equivalent of glTexSubImage2D ?

2017-03-01 Thread Sebastian Messerschmidt
Hi Johny, Hi, Thanks for the amazing answers. I'm not trying for sprites, I'm for a repaint over an existing surface. The code below works on another project of mine, but I haven't got it working in my OSG app yet... What it does, it gives you an BGRA buffer for you to paint your existing

Re: [osg-users] Text colors in shaders

2017-02-24 Thread Sebastian Messerschmidt
Am 2/24/2017 um 12:57 PM schrieb Werner Modenbach: Dear all, my project needs gl3 features and so I use the following methods: camera->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(useGL3);

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

2017-02-23 Thread Sebastian Messerschmidt
Hi, Jan Ciger wrote: I encourage anyone suggesting that the list moves to some new shiny thing XY, because it is better/nicer/more modern/I don't like e-mail/forum/etc to consider these issues in the future. You are getting free support, so making the life easier for the project leads like

Re: [osg-users] How to improve frame rate when loading multiple buildings ??

2017-02-23 Thread Sebastian Messerschmidt
Am 23.02.2017 um 12:21 schrieb Johny Canes: SMesserschmidt wrote: [...] Maybe you're structuring your graph to flat and to much time is spent to determine visibility/draw-calls. Is the culling really a perf. hit? E.g. op has neatly provided a group for each building versus not, if he

Re: [osg-users] Improving performances

2017-02-23 Thread Sebastian Messerschmidt
Am 23.02.2017 um 11:07 schrieb Ale Maro: Hi all, thanks for the hints and sorry for the late reply. Attached is a screenshot of OSG stats on a sample scene with 5 instances of an object (camera#1 is a secondary camera, not important). The scene have about 109M vertices (~22M x 5 instances)

Re: [osg-users] How to improve frame rate when loading multiple buildings ??

2017-02-23 Thread Sebastian Messerschmidt
Hi Vinoth, Hi Community, I am creating buildings using osg::Geometry from shapefile data. I am draping textures on each side of the building... Its rendering fine, but frame rate it too low. Its because it has too many buildings to be rendered. Is there a way to hide buildings from

Re: [osg-users] Creating a glowing sun in scene

2017-02-22 Thread Sebastian Messerschmidt
Hi Suraj, Hi All, As i had posted previously, I could obtain the following results attached in the screen short in my attempt to create a glowing sun in the scene. I am also attaching the source code. As I am taking the baby-steps in doing shaders programming in OSG, i am having a really

Re: [osg-users] Zoom in to special area and special object

2017-02-22 Thread Sebastian Messerschmidt
Hi Daven Hello, everyone! I hope you are doing well. Using osgEarth, I think that mouse interface is very good. While mouse right dragging, we can zoom in or zoom out smoothly. If we double click on terrain, camera will move smoothly as flying and zoom in. 1. I’m trying to zoom in to special

Re: [osg-users] Viewer slaves and RTTs

2017-02-18 Thread Sebastian Messerschmidt
Hi Johny, Hi, Might I add it was quite nontrivial to port threejs, but it all works. Now only one thing remains, which is either using a pbuffer gc or to somehow prevent my camera from drawing directly to its window. Well, then simply render to a FBO and pass the texture to your final camera

Re: [osg-users] osg::Image::setImage problem

2017-02-18 Thread Sebastian Messerschmidt
Hi Evan, Hi, I've been using osg::Image::setImage to display gray scale bitmaps (x-rays) successfully. Recently I received some image data which looks correct but shows up twisted in OSG (see attachment: Twisted.bmp). I've verified that the pixel data is correct by dumping a .bmp file

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

2017-02-17 Thread Sebastian Messerschmidt
Am 2/17/2017 um 1:35 PM schrieb Johny Canes: Hi, The forum is great for complaining about your problems, but it is a bit of an unmoderated mess. You'd be better off launching a Stack Overflow site made just for OSG. Can you elaborate, what kind of moderation you miss? Currently I'm the

Re: [osg-users] [vpb] Doubt regarding integrating shapefile with VPB

2017-02-17 Thread Sebastian Messerschmidt
Sorry I'm not at my computer right now, so cannot give your more guidance at this point. I would try to check where the osgSim::Shapeattribute data is generated/read. Can you give me the shapeset used? Also: what is it that you're after? As I've pointed out: osgEarth already has the means to

Re: [osg-users] [vpb] Doubt regarding integrating shapefile with VPB

2017-02-17 Thread Sebastian Messerschmidt
Hi, No it simply means you have to put some effort into this on your own. I've pointed you to a possible starting point. Cheers Sebastian -- Diese Nachricht wurde von meinem Android Mobiltelefon mit GMX Mail gesendet.Am 17.02.17, 04:52, Vinoth Rajendran

Re: [osg-users] [vpb] Doubt regarding integrating shapefile with VPB

2017-02-16 Thread Sebastian Messerschmidt
Hi Vinoth, osgdemd -d terrain.tif --building build.shp -o data.osg VPB handles shapes differently. Take a look at the ShapeFilePlacer.cpp and the use of the osgSim::ShapeAttributeList. From a glance it seems this data is used to extrude the shape. Cheers Sebastian

[osg-users] Guidance on zip-plugin fix

2017-02-16 Thread Sebastian Messerschmidt
Hi (Robert), Currently the Zip-Plugin will not load/find files if they don't match w.r.t. their case. While this matches the behavior of UNIX-filesystems it is undesired on Windows in my opinion. One possible fix would be to simple ignore the case in the ZipArchive::GetZipEntry in general

Re: [osg-users] problem with shapefile height when loaded in osgviewer

2017-02-16 Thread Sebastian Messerschmidt
Hi Vinoth, Hi Community, I am loading a shapefile(.shp) for a small city using osgviewer. All i get is overlay of those shapefiles on the surface. Why am i not rendered with height from those shapefiles ?? What do you mean by height? Shapes in shapefiles are two-dimensional entities with

Re: [osg-users] Jittering/Flickering geometry problem

2017-02-16 Thread Sebastian Messerschmidt
Am 2/16/2017 um 5:48 AM schrieb umesh ramesh: Hi Sebastian, Thanks for the prompt reply. As I had written earlier, I do not prefer to generate my road geometries at origin & translate far off where they are located (maybe that’s the last option that I shall use). I am under the impression

Re: [osg-users] Jittering/Flickering geometry problem

2017-02-14 Thread Sebastian Messerschmidt
Hi umesh, Hello Robert, I created geometries mathematically for a very long road (>1500km). The vertex values are similar to as shown below, for example: osg::Vec3d bottom_left(-2849337.167, 42249.143, -1.0); osg::Vec3d bottom_right(-2849337.167, 42249.143, -1.0);

Re: [osg-users] Antialiasing Text

2017-02-08 Thread Sebastian Messerschmidt
Hi Roko, Are you using a true-type font? The default might be a system-font where you get no smoothing. Maybe a screenshot would help. Also, have you tried this without the special character size mode? Cheers Sebastian Hey Glenn, thank you for your answer : ) - Sadly it barely help, more

Re: [osg-users] Multitexture: projection a texture on another texture

2017-02-06 Thread Sebastian Messerschmidt
Hi, I can you give you some pointers tomorrow. Basically it boils down to the use of shaders and mixing the textures there. Also generating texture coordinates should be done in the vertex shader. Cheers Sebastian Hello dear osg masters, I am not very expirienced yet with osg and trying

Re: [osg-users] combining Quats

2017-02-01 Thread Sebastian Messerschmidt
her questions, simply drop me a private message/email. Am 2/1/2017 um 11:27 AM schrieb Trajce Nikolov NICK: Hi Sebastian, the code will be welcome. I was expecting that the proper way is to go through Eulers Thanks a lot! On Wed, Feb 1, 2017 at 9:48 AM, Sebastian Messerschmidt <sebastian.mess

Re: [osg-users] object deletion and rtts

2017-02-01 Thread Sebastian Messerschmidt
Hi Poojan, Hi, I have a problem when I load a file and am using rtts. If I close the file and clear it out of the scene graph, with rtt on, memory does not seem to be reclaimed, unless I turn off the rtt. If not using rtts memory is immediately reclaimed upon closing the file. The said

Re: [osg-users] combining Quats

2017-02-01 Thread Sebastian Messerschmidt
Hi Trajce, Did I miss the question :-) If it is working: fine. :-) In general you are extracting the heading I guess (with the modelOrientation) and put it on top the tilted normal, which will put you on in this pose. The problem might be, that you introduce unwanted roll with this. I can

Re: [osg-users] About LatLonHeight to XYZ Conversion

2017-02-01 Thread Sebastian Messerschmidt
Hi Rambabu Hi,Iam using below code osg::EllipsoidModel elipsModelObj; elipsModelObj.convertLatLongHeightToXYZ(12.9716,77.5946,500,x,y,z); Output x,y,z is different from online convertor x,y,z coordinates ? How to solve this ? Which online converter? Maybe

Re: [osg-users] Texture projection on terrain and gl_TextureMatrix[0...7]

2017-01-30 Thread Sebastian Messerschmidt
Hello Ekaterinam, Thank you very much for your answers! Sebastian, according to your last answer, does it mean that it is also possible to project a texture on top of an object which has some other textures in it? Which unit for a texture should then I use? What I want to realize, is to

Re: [osg-users] Model Matrix in Vertex Shader

2017-01-27 Thread Sebastian Messerschmidt
Hi Johny, osg_ViewMatrixInverse is not set on 3.4.0? This is always zero for me. How did you find out it is actually zero? I use right settings: Code: state->setUseModelViewAndProjectionUniforms(true); state->setUseVertexAttributeAliasing(true); Did you set this at the camera's state set

Re: [osg-users] Replies with "Incident ID"'s returned for every post I sent to this list... Is that normal?

2017-01-24 Thread Sebastian Messerschmidt
Hey, I just used the abuse form and got this answer from the support: " Hi Sebastian, I’m writing you in regards to the abuse report below that you submitted to us. We’ve had a similar issue with another mailing list and it was caused because someone subscribed our ticketing email address

Re: [osg-users] bug: osgText doesn't work on MacOSX GL4.x with VAO

2017-01-24 Thread Sebastian Messerschmidt
Hi Remo Hi Sebastian I'm wondering if you have a running osgText on MacOSX Core Profile. Your shader-code is not compatible with it. I've written a partial working version of this shader. I also found that the Glyph Texture is created with red. But i think something is wrong with the

Re: [osg-users] bug: osgText doesn't work on MacOSX GL4.x with VAO

2017-01-20 Thread Sebastian Messerschmidt
Hi Remo, A more detailed description on how it fails would be helpful. If you're seeing non-textures quads instead of your glyphs you need to adapt your shader as the text-rendering isn't using a normal blending. I've attached my default core-profile shader which uses pre-multiplied alpha.

Re: [osg-users] How to read FBO attachment back to the CPU?

2017-01-06 Thread Sebastian Messerschmidt
Hi Marius, You need to pass the m_RenderTarget with the callback and evaluate it in the callback like this: CameraPostDrawCallback::operator()( osg::RenderInfo& render_info ) const { osg::State* state=render_info.getState();

Re: [osg-users] [vpb] Buildings

2017-01-06 Thread Sebastian Messerschmidt
Are you by any chance Rambabu's little brother? ... Cheers Sebastian Hi, ... which is the best tool for loading buildings on terrain? Thank you! Cheers, Bhanu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69893#69893

Re: [osg-users] About VPB

2017-01-05 Thread Sebastian Messerschmidt
Hi Rambabu, Hi,Using Virtual Planet Builder(VPB) How to load builidings in osg ? Virtual Planet Builder is for creation of paged terrain databases which has no functionality to place feature models AFAIK. If you need more functionality in terms of geospecific/geotypical features to be

Re: [osg-users] Check if sampler2D is valid in fragment shader

2017-01-03 Thread Sebastian Messerschmidt
Hi, yes there is: Simply assign one Program with shaders handling texturing and the non-texturing variant at the appropriate state-sets. Be sure to share the programs (don't create a new one per instance) to keep performance up. I can create a minimal example if you're stuck with this.

Re: [osg-users] Draw Instanced intersections

2017-01-03 Thread Sebastian Messerschmidt
Hi Bruno, There is simply no geometry in the scenegraph to intersect (or strictly speaking there is only one drawable) Instancing takes away the load from the CPU to the GPU,which on the OSG-side means to put the instanced geometries into one drawable containing the instancing information.

Re: [osg-users] Check if sampler2D is valid in fragment shader

2016-12-29 Thread Sebastian Messerschmidt
Am 29.12.2016 um 17:07 schrieb Rômulo Cerqueira: Hi Christian, You could traverse the scene graph and check the state sets to see if they bind a texture to a texture unit. Then depending on these findings, choose the correct shader code. I appreciated it. Can you give me some example?

Re: [osg-users] Capture image on iOS get black image

2016-12-28 Thread Sebastian Messerschmidt
Hi, it is hard to tell what is going wrong without further information. For instance it is crucial to call the glReadPixel function in the right moment. Could you provide some example that shows the problem? Also: is the osgscreencapture or the osgviewers screenshot-functionality working? Cheers

Re: [osg-users] Material Properties to Change the Normal Intensity

2016-12-27 Thread Sebastian Messerschmidt
Am 26.12.2016 um 23:56 schrieb Rômulo Cerqueira: Hi Sebastian, Are you planning on using the bump-maps alpha channel, or which alpha do you plan to use. I wanna to pass a reflectance value to be multiplied by the normal map (normNormal in fragment shader) to simulate real situations.

Re: [osg-users] Check if sampler2D is valid in fragment shader

2016-12-27 Thread Sebastian Messerschmidt
Hi Rômulo, Hi, is there a way to check if a texture (as uniform sampler2D) is valid in fragment shader? There is no direct way. If you need shaders with and without texturing you should bind different programs to the affected geometries. Also OSG has the pragmatic-shadercomposition which

Re: [osg-users] Material Properties to Change the Normal Intensity

2016-12-26 Thread Sebastian Messerschmidt
Hi Rômulo, Hi Sebastian, I was having a look in the second option and it is easy to code (https://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/uniform.php), however I'm not sure if I can set different reflectance in a scene with multiple objects. Maybe use the alpha channel is a better

Re: [osg-users] Material Properties to Change the Normal Intensity

2016-12-26 Thread Sebastian Messerschmidt
Hi, The vertex shader isn't particulary useful, except that your tangentspace might be incorrect ;-). Anyway, If you use the normal in your fragment shader to calculate result, don't scale the normal to scale the result, but scale after your reflection calculation. Cheers Sebastian Hi

Re: [osg-users] Material Properties to Change the Normal Intensity

2016-12-26 Thread Sebastian Messerschmidt
Hi. I was talking about the normal map's alpha channel (you mentioned bump-mapping), which doesn't affect the object's transparency. As you are using a shader, you can even control what your materials alpha is used for. So alpha would be fine to transport your value. Anyways, you can use any

Re: [osg-users] Material Properties to Change the Normal Intensity

2016-12-23 Thread Sebastian Messerschmidt
Hi Rômulo, If you pass a normal map, you could either use the alpha-channel of said texture or pass another "grayscale" texture which containst the scale if you need it per pixel. In case you need to control the scale for the object you can set an uniform value per object containing the

Re: [osg-users] Texture projection on terrain and gl_TextureMatrix[0...7]

2016-12-23 Thread Sebastian Messerschmidt
Hi Ekaterina: Hello, after checking more the forum, I have found another topic http://forum.openscenegraph.org/viewtopic.php?t=9182=jotschi with the following code, which I have slightly modified. I would be very grateful, if someone can explain to me why the basic model is black and how

Re: [osg-users] Is it possible to draw an ive object inside a shader?

2016-12-12 Thread Sebastian Messerschmidt
Hi Mike, basically the thing you are looking for is instancing. The question is still a bit void. You'll need a shader to do instancing, but you need to put some effort into it by using a visitor to create your instances. Take a look at the osggpucull example if your looking for an efficient

Re: [osg-users] Detail Texture

2016-12-08 Thread Sebastian Messerschmidt
Hi Rambabu, Could you please post osgEarth specific questions in the osgEarth? Chances for Hi, DetailTexture* detail = new DetailTexture(); detail->setImage(osgDB::readImageFile("mytexture.jpg")); detail->setIntensity(0.5f); detail->setImageUnit(4);

Re: [osg-users] replace tile with my own Node in VPB generated QuadTree

2016-12-03 Thread Sebastian Messerschmidt
Hi Nick, Hi Robert, Community, I am hacking the VPB process again :-). The story is this: I transform tiles back from ECEF to local, do something with the Geometry and I want to replace the tile with my own Node. Spent already hours reading and trying to understand the SceneGraph with all

Re: [osg-users] x and y coordinates

2016-12-02 Thread Sebastian Messerschmidt
Hi, Hi,In opengl we can get event->x() and event->y() mouse events are there.For osg how to get these events. Thats non-sense. OpenGL doesn't deal with input events. See the osgkeyboardmouse example. Apart from the usual "try to use your brain first and present some questions with actual

Re: [osg-users] MouseEvents

2016-11-28 Thread Sebastian Messerschmidt
Hi, There is no such thing as zoom-events ... Camera manipulation is done via the CameraManipulator derived classes (well chosen name, right?) If you need help with a specific manipulator, *specific* questions might get you some support. The standard trackball manipulator is a good start.

Re: [osg-users] getGraphicsContext()/getState() segfault issue

2016-11-28 Thread Sebastian Messerschmidt
Hi Fabien, Without looking at your specific code in detail: There is no graphics context associated with the camera directly after creating the viewer. Make sure viewer->realize runs before accessing the guts of context-specific stuff. Your crash most likely is due to having a

Re: [osg-users] [osgPlugins] Exporting OpenFlight from OSG and DDS textures

2016-11-24 Thread Sebastian Messerschmidt
Hi, Again, this is not an OSG-related question. You should really train your C++ skills before moving on to advanced topics. Hi,What is the equivalent function for std::max in osg 3.4.0 deltaMax = std::max(deltaMax, delta); showing error not a member of std. Without context

Re: [osg-users] Rotation of a node starts clockwise and ends counter-clockwise.

2016-11-18 Thread Sebastian Messerschmidt
Hi Rambabu, Hi,Not like that i just asking if anyone used it previous. You asked for some "osgTank"-model without any reasonable context whatsoever and not for the specific model. Also Christian even spent his time on pre-digesting the information for you by providing a link to the model

Re: [osg-users] Rotation of a node starts clockwise and ends counter-clockwise.

2016-11-17 Thread Sebastian Messerschmidt
Hi, Hi,Can anyone provide the link for the download of t72-tank_des textures. Are you seriously asking people to use a search engine for you? ... http://lmgtfy.com/?q=t72-tank_des First!!! hit Cheers Sebastian ... Thank you! Cheers, Rambabu -- Read this topic online

Re: [osg-users] Migrate shaders to glsl 4.1

2016-11-17 Thread Sebastian Messerschmidt
Hi Bruno, In order to use core-profile you need to setup the aliasing: viewer->getCamera()->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(true); viewer->getCamera()->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(true); After this you'll have

Re: [osg-users] slice Geometry with plane

2016-11-17 Thread Sebastian Messerschmidt
Hi Trajce, If you only need to display it, maybe clipplanes is what you are after. They also work fine with modern shader pipelines, where you can transform them inside the vertex shader to your liking. Cheers Sebastian Hi Community, is something like this available in OSG? Thanks as

Re: [osg-users] Rotation of a node starts clockwise and ends counter-clockwise.

2016-11-17 Thread Sebastian Messerschmidt
Hi Rambabu, Hi,Iam not asking about model rotation.Iam asking about how to rotate the nodes in a model.Like in cessna left and right fans rotation. In this case, again: think about the perception of your questions before shooting them out. Depending on the model and its structure you

Re: [osg-users] Display Geotiff image in OSG

2016-11-17 Thread Sebastian Messerschmidt
Hi, That is strange. Can you supply the image for investigation? It is either broken, non-standard or your tiff-lib is not up to date. Cheers Sebastian Hi Sebastain, Thanks. As of now I just want to create appliaction that will render Geotiff file using OSG. I tried to display using

Re: [osg-users] Display Geotiff image in OSG

2016-11-17 Thread Sebastian Messerschmidt
Hi Uma, Hi, How can I display Geotiff image in osg . Is there any example.? I have installed GDAL in my system. A geotiff essentially is a normal tif with geo-reference information. To simply display it you can use the osgviewer with the --image. If you need to display it at it

Re: [osg-users] calculating area of the 3d model.

2016-11-16 Thread Sebastian Messerschmidt
Hi Uma Hi all, I would like to know some information. I need to calculate area , perimeter & volume of a selected part or area in 3d model. For example after rendering 3d model, if I select some area(cloased area) , say point1 point2 point3. Point1 connected to point2 point2 to

Re: [osg-users] ECEF Oriented Compass Implementation

2016-11-16 Thread Sebastian Messerschmidt
Hi Robert, On 16 November 2016 at 11:50, Rambabu Repaka wrote: Hi,I got the answer for my question.In the compass node creation sample code two errors are there. First one: replace Compass(); with compass(void) { } second one: Replace virtual ~Compass() with

Re: [osg-users] OSG depth peeling and multisampling

2016-11-16 Thread Sebastian Messerschmidt
Hi Peter, Thank you Sebastian for the information. It seems to be over my capabilities but I will try to make some research in this area. Thank you once more. If you need professional assistance with this, drop me a line. For a small fee I can offer my experience in the field. Cheers

Re: [osg-users] OSG depth peeling and multisampling

2016-11-16 Thread Sebastian Messerschmidt
Hi Peter, The simple depth peeling is most likely to be incompatible with multisampling as is. In order to make it work, you most probably need to set up your FBOs with multisampling enabled and adjust the shaders to use per-sample evaluation. Quite possible that you need to do a

Re: [osg-users] World to local coordinates

2016-11-15 Thread Sebastian Messerschmidt
Hi Rambabu, Repeating your question won't magically produce an answer. It is still unclear what you don't get from the examples. There is a coordinatesystem-node which lets you transform lat, lon, height values into geocentric positions ... Look at the osg-simulation example, it shows how

Re: [osg-users] Warning: Failed grabbing the focus and invalid enumerant

2016-11-14 Thread Sebastian Messerschmidt
Hi Uma I encounter the "Warning: GraphicsWindowWin32::grabFocus() - Failed grabbing the focus" from time to time and I think it isn't affecting anything, as long as it is displayed only once at startup. As for the invalid enumerant: Set the notification level to debug or use a tool like

Re: [osg-users] How to validate the value of height Above Terrain

2016-11-11 Thread Sebastian Messerschmidt
Hi Paul, https://en.wikipedia.org/wiki/List_of_GIS_data_sources might be good starting point. cheers Sebastian Hi, I checked it out. I am missing DTED data for the terrain! Any sources where i can get any terrain model and its corressponding DTED data? ... Thank you! Cheers, Suraj

Re: [osg-users] How to validate the value of height Above Terrain

2016-11-10 Thread Sebastian Messerschmidt
Hi Suraj, If you have the source data for the terrain (e.g. DTED data) you can use any GIS tool (TileMill, QGis, ...) to validate. Cheers Sebastian Hi, I am trying to find out the height above a terrain (HAT). Currently im reading terrain DEM in .ive format and using

Re: [osg-users] Unzip big data size problem!

2016-11-09 Thread Sebastian Messerschmidt
Hi Nguyen, Hi, Sebastian. I am sorry for my slow internet connection that I can not upload my file. I don't need a file, I need a description how the craft one showing the problem . The code is very simple: Code: osgViewer::Viewer viewer; osg::Group* root = new

Re: [osg-users] Unzip big data size problem!

2016-11-09 Thread Sebastian Messerschmidt
Hi, Can you please provide a minimal example? Preferably compiling code and and instructions to create a zip file large enough to provoke the std::bad_alloc. Also please state the version of OSG and your compiler and address model (32/64bit). Cheers Sebastian Hey! Could you help me,

Re: [osg-users] Loading problem, OpenVR integration

2016-11-03 Thread Sebastian Messerschmidt
Am 11/3/2016 um 12:08 PM schrieb Robert Osfield: On 3 November 2016 at 10:19, Sebastian Messerschmidt <sebastian.messerschm...@gmx.de> wrote: I struggled with some instance data not being sent to the GPU (2 gigabytes worth of data textures) resulting in stutter. I ended up using:

Re: [osg-users] Loading problem, OpenVR integration

2016-11-03 Thread Sebastian Messerschmidt
Hi, Hi Robert! Thank you for your kind reply. robertosfield wrote: Is the scene static or is your application adding new scene graph objects through the lifetime of the application? The scene is completely static and motionless :) robertosfield wrote: It's only new objects that you

Re: [osg-users] osg130-osgutil.dll access violatioln error

2016-11-01 Thread Sebastian Messerschmidt
Hi Uma, You've asked as similar question a while ago (vector subscript out of range). I see the crash too using an older 3.4.0, but I don't have a 3.4.0 with debug symbols ready to debug... I might have time to debug this afternoon. Have you tried a newer OSG-version? And: Have to tried to

Re: [osg-users] Converting 3d Models to OSG type

2016-10-24 Thread Sebastian Messerschmidt
Hi Uma, Hi all, I tried simple program to do conversion from 3d model to osg type. I tried to call osgconv using system() method. Here is my code. Generalized one: char *src = "D:/3D_Models/3D Model.obj"; char *dest = "D:/converted_Models/3D Model.osg"; Simply

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Sebastian Messerschmidt
om>> wrote: Hello, thank you for your answer. I am indeed using the same texture sizes and formats. If I use GL_LUMINANCE8 as pixelFormat and GL_LUMINANCE as internalFormat, I get a "invalid enumerant&

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Sebastian Messerschmidt
Hi Bruno: Sorry for not reading to the end: Hello, I'm trying to create a Texture2DArray. My textures are uchar images with size (texWidth, 256), single channel. The combination of texture internalFormat and pixelFormat with pixelType is not working. I use GL_R8UI for internalFormat,

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Sebastian Messerschmidt
Hi Bruno, Are all your textures/images of the same _format_ and _dimension_? (See [1] - Overview) This is required for texture arrays. I haven't experienced any problems with them in my code so far .. Cheers Sebastian [1] https://www.opengl.org/registry/specs/EXT/texture_array.txt

Re: [osg-users] ot20-Openthreads.dll access violation

2016-10-18 Thread Sebastian Messerschmidt
Hi Uma, Hi Sebastain, Sorry I am unable to load the model, because it is too big for attachment(only 10 MB are allowed). ... Can't you upload it somewhere else? Also compressing with 7Zip Ultra can shrink most files a lot. What about a stats-screenshot? Some info on the

Re: [osg-users] ot20-Openthreads.dll access violation

2016-10-18 Thread Sebastian Messerschmidt
Am 10/18/2016 um 10:36 AM schrieb Uma Devi Selvaraj: Hi Robert, The size of the model I used is 49675 K. And it is taking more than one hour to render in debug mode and in release mode it is taking 5 mins. Do you mean loading? Can you provide the model for testing? Or at least give

Re: [osg-users] ot20-Openthreads.dll access violation

2016-10-17 Thread Sebastian Messerschmidt
Hi Uma, Hi Robert, Thanks for the reply. Shall I post it in some other forums like (osgPlugin,etc) so that I can get any idea ..? A good portion of the folks here use the mailing list (where the posts to the forum are mirrored to), so using a different forum is not likely to get you

Re: [osg-users] Issue in Rendering Obj model using c++ code .

2016-10-14 Thread Sebastian Messerschmidt
Hi Uma, Yeah I have changed that. But In debug mode it is taking too much of time. That's not a bug but expected behavior: Debug mode will activate a lot of checking and disable optimizations. If you need to step through your code, you can try the ReleaseWithDebug-build of your

Re: [osg-users] Vector script out of range

2016-10-05 Thread Sebastian Messerschmidt
Hi Robert, A debug assertion will happen under Visual Studio in debug mode. I'll will try to see what is going on, but I suspect some empty vector's first element accessed. Cheers Sebastian Thanks for posting the model. The bunny.ply loads with the OSG git master just fine when I run:

Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread Sebastian Messerschmidt
Hi Liu, Are you getting values between 0 and 1? Cheers Sebastian thank you for your reply ,I have tried your solution ,But it still is invaild,the Geometry shader can not get original input values.Are there other wrong in code?Thank you for your help. SMesserschmidt wrote: Am 10/5/2016 um

Re: [osg-users] osgText and GL3.3 core profile

2016-10-05 Thread Sebastian Messerschmidt
Hi Roman, See this thread: "osgText and OpenGL ES 3" You need to attach a shader to the text, as it is based on fixed function right currently.+ Cheers Sebastian Am 10/5/2016 um 9:04 AM schrieb Roman Grigoriev: Hi, I have to port my software to intel graphics under linux, but in mesa

Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread Sebastian Messerschmidt
Am 10/5/2016 um 3:37 AM schrieb liu ming: Hi Wojtek ,Thank you for your reply,I have tried GL_RGBA16F_ARB instead like that "texture0->setInternalFormat(GL_RGBA16F_ARB);",but it seemed like not valid.The value still is 0..1 range.Are there other solutions? Thank you. So they are now

Re: [osg-users] Vector script out of range

2016-10-04 Thread Sebastian Messerschmidt
Hi Uma, There is no model attached. Without giving us a model that shows this behavior and some basic information on your OSG-Version, build environment etc. it is hard to guess what is going on. Most likely the ply-reader produces the error, so please try to attach the model so we can

Re: [osg-users] different materials for a geometry and highlight

2016-09-28 Thread Sebastian Messerschmidt
There you go: The example without vertex sharing. Am 9/28/2016 um 4:57 PM schrieb Gianni Ambrosio: Hi Sebastian, I would like to adopt you solution if possible but I was not able to implement with textures the same behaviour of the example I did with primitive sets. I know that on

Re: [osg-users] different materials for a geometry and highlight

2016-09-28 Thread Sebastian Messerschmidt
Am 9/28/2016 um 4:57 PM schrieb Gianni Ambrosio: Hi Sebastian, I would like to adopt you solution if possible but I was not able to implement with textures the same behaviour of the example I did with primitive sets. I know that on windows the example crashes in debug mode because of an

Re: [osg-users] different materials for a geometry and highlight

2016-09-28 Thread Sebastian Messerschmidt
Just pointing out, that you might have been lucky: Your example is crashing on my machine, due to the empty primitive-sets ;) There isn't even picking involved. Hi Gianni. Hi Sebastian, in attachment you can find a movie of what I implemented with primitive sets. That's exactly what I

Re: [osg-users] different materials for a geometry and highlight

2016-09-28 Thread Sebastian Messerschmidt
Hi Gianni. Hi Sebastian, in attachment you can find a movie of what I implemented with primitive sets. That's exactly what I need. The "road" is initially gray. Then the user choose a color (pushing in my example 1,2,3 or 4 key) and picking the road surface triangles are coloured with the

Re: [osg-users] Mesh Functionality

2016-09-27 Thread Sebastian Messerschmidt
Hi again, It seems you need to make sure, that the second vertex in the primitve has the color you need: https://www.opengl.org/sdk/docs/man2/xhtml/glShadeModel.xml Cheers Sebastian Hi Mike, There is no simple way with shared vertices. You need to separate the vertices for your

Re: [osg-users] Mesh Functionality

2016-09-27 Thread Sebastian Messerschmidt
Hi Mike, There is no simple way with shared vertices. You need to separate the vertices for your primitives (I'm not sure, but I think flat-shading actually takes the first vertex color in the assembly, but I won't count on it). I'll try to check the specification. So basically you need either

Re: [osg-users] different materials for a geometry and highlight

2016-09-27 Thread Sebastian Messerschmidt
Hi Gianni, attached you find a quick example using a simple texture to let the user "draw" different colors at different positions. Basically it modifies the image data and samples it back when drawing. I've created a mesh, but basically this would work with a simple quad too. Is this maybe

Re: [osg-users] different materials for a geometry and highlight

2016-09-27 Thread Sebastian Messerschmidt
Hi Gianni, Trajce Nikolov NICK wrote: Maybe better idea then these email iterations is to write us what is your goal with this code since I see no smart logic in there (sorry :-) ) OK, I try to explain in detail. The object I visualize on 3D is a road. A road can have different "materials":

Re: [osg-users] OSG Ellipsoid to Sphere Conversion

2016-09-26 Thread Sebastian Messerschmidt
Hi Inna, It still doesn't make a lot of sense, The ellipsoid model is to abstract geographic coordinates to geocentric coords. Lat, long however is spherical coordinates and can be mapped to an ellipsoid... So please try to rephrase your question: What is it what you want to do, or present

Re: [osg-users] different materials for a geometry and highlight

2016-09-26 Thread Sebastian Messerschmidt
Hi Gianni, A very simplistic solution using a outline triangle: #include #include #include #include #include #include #include #include #include #include //#include #include const osg::Vec4 selectedColor(1.0f, 1.0f, 1.0f, 0.5f); const osg::Vec4 color1(1.0f, 0.0f, 0.0f, 1.0f);

Re: [osg-users] different materials for a geometry and highlight

2016-09-26 Thread Sebastian Messerschmidt
Hi Gianni, One question, why should I use a "vertex" shader/attribute when I need to colour a triangle uniformly? Long story short: There is no such thing as per-primitive colors. Long story long: In order to color your primitives you need to assign a color to each vertex. That is how modern

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-26 Thread Sebastian Messerschmidt
Hi Robert, I Hi All, I have taken Christoph's test problem and reproduced the affinity issue on my Kubuntu 16.04, so this is useful first step. I've also reviewed the OpenThreads code, so have a better idea of the code in question. Please note that I'm not the author of OpenThreads, the

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-24 Thread Sebastian Messerschmidt
Hi, Wow, before this escalates: OSG is setting the affinity for some of its own threads, which is totally legitimate.And I totally agree, that it would be nice to have an interface to control the core/wether affinity is used in single-threaded mode except from having to subclass the viewer.

Re: [osg-users] different materials for a geometry and highlight

2016-09-22 Thread Sebastian Messerschmidt
Am 9/22/2016 um 12:23 PM schrieb Gianni Ambrosio: SMesserschmidt wrote: So basically you are raping the primitive sets to color the primitive? Yes, that's why at the beginning I asked help to suggest me the best way to implement this. Nobody replied so I found this way. Maybe your questions

Re: [osg-users] different materials for a geometry and highlight

2016-09-22 Thread Sebastian Messerschmidt
Hi Gianni, Hi Nick, the triangle shown in white has just being added to highlight the selection. We can discard it for a while. For that reason I completly removed the selection highlight in my example. Please see attached code. If you run the example and select a triangle pushing

Re: [osg-users] Scale-invarient lighting

2016-09-21 Thread Sebastian Messerschmidt
Hi Dave, Sorry for the slow response, I've worked it out. I had to: - Add normals to all points - Add directional lighting from multiple directions (6 in fact), so that the lighting is fairly omnidirectional ...and the points are now showing correctly. Thanks for the help! That seems a bit

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