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

2016-09-19 Thread Sebastian Messerschmidt
sets the triangle originated from. One easy way would be to use multiple drawables (I think you could still share the vertex data) or to specialize the intersector to traverse per primitive set. Cheers Sebastian Am 9/19/2016 um 10:50 AM schrieb Sebastian Messerschmidt: Hi Gianni, Code

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

2016-09-19 Thread Sebastian Messerschmidt
Hi Gianni, Code: osg::Geometry* buildGeometry() { osg::Geometry* geometry = new osg::Geometry; geometry->setVertexArray(buildVertices()); geometry->setColorArray(buildColors(), osg::Array::BIND_PER_PRIMITIVE_SET); std::vector elements =

Re: [osg-users] osg_Vertex with GL compatibility profile

2016-09-17 Thread Sebastian Messerschmidt
Hi Ravi, Thanks Robert! So do you know why using osg_Vertex works *without* using setUseVertexAttributeAliasing() on so many machines? I am compiling OSG with GL2 (no GL3 flags) on all machines. Is it just "undocumented behavior"? That is probably simply by chance, since the vertex attribute

Re: [osg-users] odd scene resize

2016-09-07 Thread Sebastian Messerschmidt
Hi Gianni, So, isn't possible to have both HORIZONTAL and VERTICAL? Keeping horizontal and vertical effectively is the FIXED policy. You handle the resize yourself if you need to apply something else. The default resize handler tries to keep the aspect in a way things don't get distorted.

Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-09-06 Thread Sebastian Messerschmidt
Hi, I'd vote for keeping osgQT in the core, with maintenance for the current Qt version only. Basically that would mean to keep the legacy qt things out of the core, thus reducing maintenance efforts but keeping compatibility for the current versions. Right now the Qt+OSG combination is

Re: [osg-users] HUGE performance issue using models with bones (and animation).

2016-09-06 Thread Sebastian Messerschmidt
Hi Dario, Hi, I'm experiencing for a very huge performance issue using models with bones (and animation). Look at images attached. The little cute dolphin WITH bones (animation stopped) show 107FPS, the one WITHOUT bones (animation stopped) show over 3400FPS. Used in a simulation,

Re: [osg-users] Scale-invarient lighting

2016-08-30 Thread Sebastian Messerschmidt
Hi Dave, Why not use directional light (simulating sunlight). This way scale doesn't matter. In fact that is (on of) the default light setup(s) OSG uses. Cheers Sebastian Hi, I'm looking to build a generic scene utility class, with lighting already set up. However the scale of the scene

Re: [osg-users] Render to texture ONLY?

2016-08-18 Thread Sebastian Messerschmidt
Hi Chris, Take a look at the osgprerender example. It shows you how to render to a framebuffer object. The bound texture can be used to be displayed later on. Cheers Sebastian Hi, I have an existing app I am developing, which itself is based on OpenGL. It uses an API that provides a 3D

Re: [osg-users] Deleting osg::Image that is shallow copied

2016-08-16 Thread Sebastian Messerschmidt
Hi Pierre Hi, In my application I have two osg::Images, the second one is a shallow copy of the first one thanks to the copy constructor. Is it safe to delete the first image and keep only the second one, or should I use deep copy instead? My tests showed me that the data is still reachable

Re: [osg-users] Strange problem with QT, OSG and osgdb_dae.so

2016-08-10 Thread Sebastian Messerschmidt
Hi Phillip, robertosfield wrote: Hi Philipp, Is there any chance that the COLLADA_DOM assumes a certain locale while Qt is changing it? Robert. Hi Robert, interesting idea. However, the loader seems to parse texture paths correctly. Wouldnt that also be messed up if the issue was caused

Re: [osg-users] [build] Problem during generating the exectable files with VS 2012 :: Link2019 Error

2016-08-08 Thread Sebastian Messerschmidt
Hi Udo, Hi Sebastian, it is still running, but I just got following error 1 min ago: Please try to abstract the problem and its solution from your first problem. It is again a missing/wrong library. Also, if you don't need freetype, feel free to remove it by removing freetype link and

Re: [osg-users] [build] Problem during generating the exectable files with VS 2012 :: Link2019 Error

2016-08-08 Thread Sebastian Messerschmidt
Am 08.08.2016 um 14:32 schrieb Udo Kolm: Sebastian, that really was an good advice, cause it really wasnt pointed on 3rd-party. After changing it and restarted build I got the following: OpenSceneGraph-3.4.0\src\osgDB\Compressors.cpp(53): fatal error C1083: Datei (Include) kann nicht geöffnet

Re: [osg-users] [build] Problem during generating the exectable files with VS 2012 :: Link2019 Error

2016-08-08 Thread Sebastian Messerschmidt
Hi Udo, Hi Sebastian, thanks for the reply. But as I told I am a newbie, please help me out what I need to have to to do to change such zblib-problem you are talking about. No worries, we'll steer you through :-) Basically the biggest hurdle for me was cmake and the 3rd_party libraries too.

Re: [osg-users] [build] Problem during generating the exectable files with VS 2012 :: Link2019 Error

2016-08-08 Thread Sebastian Messerschmidt
Hi Udo, Seems you're not linking against zlib/the wrong version of zlib. You disable zlib in the cmake configuration (it is needed for a bunch of image formats though) or check if you're missing some link library paths. Are you using your own set of 3rd_party libraries or some pre-built ones?

Re: [osg-users] Potential fix for osgDB MSVC linkage issues (FORCE:MULTIPLE needed)

2016-08-08 Thread Sebastian Messerschmidt
Hi James, I haven't dived into the details yet, but I strongly advertise for a fix, since this is a great polluter in our build-process too (Visual studio doesn't let you filter some warnings). Cheers Sebastian Hello, With recent MSVC versions, we’re obliged to use /FORCE_:MULTIPLE, to

Re: [osg-users] osgText and OpenGL ES 3

2016-08-04 Thread Sebastian Messerschmidt
Hi Benjamin, Examining your debug output in this thread, I got to realize that you are using a ShaderGen. That might stem from the gles pseudoloader in case you use one. As I said before, I'm not an expert in the OpenGL ES stuf, so maybe someone else can help you further. I suspect the

Re: [osg-users] osgText and OpenGL ES 3

2016-08-03 Thread Sebastian Messerschmidt
That means some other Shader is applied to this text. Use override/protected or a visitor to check for other shader programs set. Maybe someone with more experience in ES can drop in. -- Diese Nachricht wurde von meinem Android Mobiltelefon mit GMX Mail gesendet.Am 03.08.16, 18:49, Benjamin

Re: [osg-users] osgText and OpenGL ES 3

2016-08-03 Thread Sebastian Messerschmidt
Hi Benjamin, Hi Sebastian, If I set to red the fragment shader, I get the image (see attachments). It seems that the shader is correctly loaded and applied. Applied to everything _but_ the text! Cheers, Benjamin -- Read this topic online here:

Re: [osg-users] osgText and OpenGL ES 3

2016-08-02 Thread Sebastian Messerschmidt
Hi Benjamin, Can you simply set the color to red in the fragment shader to see, if it is indeed applied? Cheers Sebastian Thanks for your answer Sebastian. I am using the gl3TextVertexShader and gl3TextFragmentShader shaders from the example, juste modifying the version to be GLES 3

Re: [osg-users] osgText and OpenGL ES 3

2016-08-02 Thread Sebastian Messerschmidt
Hi Benjamin, Hello, I am trying to port my project using OSG 3.4.0 on iOS. I first tried to modify OSG sources to be fully usable with an OpenGL ES 3 context, as other dependencies require OpenGL ES 3. I managed to run osg on my iPad, modifying shaders and removing duplicates while merging

Re: [osg-users] Off screen image capture distorted

2016-08-01 Thread Sebastian Messerschmidt
Hi Derek, When running the osgscreencapture example with parameter --pbuffer or --pbuffer-only and high aspect ratios produce distorted images (see attachments). Is there any way I can avoid this stretching when doing off screen image captures? Looking at the example it seems, the pbuffer is

Re: [osg-users] hook osg into other window

2016-08-01 Thread Sebastian Messerschmidt
Hi Han Hi, Here is my problem. I am writing a plugin for a 3D modeling software , sketchup, and going to draw some 3D things into the OpenGL context. But it does not have any Api for customizing the rendering. So I have to hook my rendering stuffs into its render loop, which I do not have

Re: [osg-users] Implement tile-based, large scale 2d map rendering

2016-07-28 Thread Sebastian Messerschmidt
Hi Bruno, Hello, I've been investigating that source code but can't seem to find where the 2D tiled/LOD image rendering is handled. Can you give me some insight please? Thank you 2016-07-06 9:43 GMT+01:00 Sebastian Messerschmidt <sebastian.messerschm...@gmx.de <mailto:sebastian.mess

Re: [osg-users] switching between multiple sub-scenes, with different manipulators

2016-07-27 Thread Sebastian Messerschmidt
Am 27.07.2016 um 14:48 schrieb Roozbeh Sharlune: Hi, Thank you Sebastian for your suggestion. I had thought about this previously, but didn't check KeySwitchManipulator. Thanks a lot. My views are independent, that is they are not visible at the same time. Now the problem I have is like this:

Re: [osg-users] osgviewer can't parse .3ds format correctly

2016-07-25 Thread Sebastian Messerschmidt
Hi %&$&% Could you please state a name which we can use to address you with? The link you provided, doesn't work for me. But as a general note: Most of the time, the 3ds plugin will produce anything, but what you would expect. Usually not only textures but complete geometries are missing or

Re: [osg-users] 3D osg::Image allocation size problem

2016-07-25 Thread Sebastian Messerschmidt
Am 25.07.2016 um 09:13 schrieb Josiah Jideani: Hi SMesserschmidt I think you are right about the size issue. With sizes less than 640, the getTotalImageSizeIncludingMipmap() function returns the correct size that is 640 x 640 x 640 x 4 x 4. With sizes between 640 and 1024 it returns the

Re: [osg-users] 3D osg::Image allocation size problem

2016-07-22 Thread Sebastian Messerschmidt
Hi Josiah Am 22.07.2016 um 13:00 schrieb Josiah Jideani: Hi, I am developing a scientific visualization application using Qt and Openscenegraph. I am trying to create a 3D osg::Image to add to an osgVolume. I am having problems allocating the image data when I call the allocateImage

Re: [osg-users] how to render 16bit depth image

2016-07-20 Thread Sebastian Messerschmidt
/xhtml/glTexImage2D.xml Hope that helps Cheers Sebastian 2016-07-20 8:48 GMT+01:00 Sebastian Messerschmidt <sebastian.messerschm...@gmx.de <mailto:sebastian.messerschm...@gmx.de>>: Hi Bruno, Ok so I meant GL_ vars. Could you suggest any code for substituting that s

Re: [osg-users] how to render 16bit depth image

2016-07-20 Thread Sebastian Messerschmidt
: GL_RED_INTEGER type: GL_UNSIGNED_SHORT will give you a format, where the red channel is 16bit with unsigned values and your source type is unsigned short values. Cheers Sebastian On 19 Jul 2016, at 09:35, Sebastian Messerschmidt <sebastian.messerschm...@gmx.de <mailto:sebastian.mess

Re: [osg-users] how to render 16bit depth image

2016-07-19 Thread Sebastian Messerschmidt
ll? Which macros? The GL_ are constants. Cheers Sebastian 2016-07-19 8:45 GMT+01:00 Sebastian Messerschmidt <sebastian.messerschm...@gmx.de <mailto:sebastian.messerschm...@gmx.de>>: Hi, Your internal format needs to be 16bit per channel to I think, so GL_UNSIGNED

Re: [osg-users] how to render 16bit depth image

2016-07-19 Thread Sebastian Messerschmidt
Hi, Your internal format needs to be 16bit per channel to I think, so GL_UNSIGNED_INT_8_8_8_8_REV might be inappropriate. GL_R16UI might do, but I thing you need to use GL_RGBA_INTEGER_EXT as source. Alternatively you can use GL_LUMINANCE with GL_LUMINACE16F. What exactly are you doing with

Re: [osg-users] Compositing multiple osg::Image w/ alpha channels

2016-07-19 Thread Sebastian Messerschmidt
Hi Martin, Hi, I have multiple osg::Images, each one has a transparent background. When compositing them onto a background image(using copySubImage), this transparent background is not respected and is instead filled in with white, looking fairly ugly. Your approach is sort of akward (if I

Re: [osg-users] Adding reference point

2016-07-19 Thread Sebastian Messerschmidt
Am 17.07.2016 um 14:35 schrieb Joe Kindle: Hi, How can I add georeference point to a model I have ? (I have some tiles of model. All of them are georeferenced to the real location by a single point which I have in txt file. Is there a way to 'tell' osg to add the fake location to the point ?)

Re: [osg-users] how to clear Vec3Array

2016-07-14 Thread Sebastian Messerschmidt
Hi Bruno, hello, I am doing the following experiment: osg::ref_ptr array(new osg::Vec3Array); array->resize(3); array->clear(); This does not deallocate the memory. It is "detaching" the memory. There is no guarantee the memory is actually freed at this point (see std::vector) The

Re: [osg-users] Line tessellation with osgUtil::Tessellator

2016-07-13 Thread Sebastian Messerschmidt
Hi Valerian Ok thanks. One more question then if I can. My grid is textured and has elevation, and my goal is to nicely draw the line on my textured grid and make it follow the elevation. Resampling is what came first to my mind. There is also the osgSim::OverlayNode which seems to be

Re: [osg-users] Osg application not running on window 10 , showing unhandled exception

2016-07-13 Thread Sebastian Messerschmidt
Hi Hi, My application is developed using vs2013 and osg 3.4 on window 8.1 It was working fine on window 8.1 , but when i switch to window 10 , it give run time error that is "unhandled exception was encountered during a user callback " Please help me in this regard why same application

Re: [osg-users] TRISTRIP_GEOMETRY optimiser for QUAD STRIP

2016-07-09 Thread Sebastian Messerschmidt
Hi, What do you mean by "fixed mesh" and "simulation progress"? Can you explain? Do you need to display wireframe quads? Cheers Sebastian -- Diese Nachricht wurde von meinem Android Mobiltelefon mit GMX Mail gesendet.Am 08.07.16, 22:54, Christos Chatzivagias schrieb:

Re: [osg-users] Why ref_ptr node can not release memory immediatelly?

2016-07-08 Thread Sebastian Messerschmidt
Am 08.07.2016 um 10:10 schrieb John Lee: Hi,Alberto Thank you for your reply. The problem at the link you share is exactly what i have now. But I can't find any solution on it. The memory usage is based on windows task manager. There is no "problem". 1. ) The driver will release the freed

Re: [osg-users] TRISTRIP_GEOMETRY optimiser for QUAD STRIP

2016-07-08 Thread Sebastian Messerschmidt
P.S. QUAD and QUAD_STRIP are deprecated anyways, since GPUs are essentially triangle processors anyways. So unless you're after a very specific use case, simply triangulate your scene and let the Stripper do its magic. Cheers Sebastian Hi Christos, Hi, Is there any way to run an optimiser

Re: [osg-users] TRISTRIP_GEOMETRY optimiser for QUAD STRIP

2016-07-08 Thread Sebastian Messerschmidt
Hi Christos, Hi, Is there any way to run an optimiser that creates QUADS to QUAD_STRIP indices like tri strip visitor creates TRIANGLE_STRIP from triangles? ... There is nothing like this in the core. The question is: What would it be usefull for? I guess there wouldn't be much of a

Re: [osg-users] Why is setTexCoordArray(0, texcoords) needed if array is modified in-place

2016-07-07 Thread Sebastian Messerschmidt
Hi Florian, Hi Sebastian, thanks for the answer. Calling texArray->dirty() does not seem to be enough, since my texture is not displayed. I can confirm that my shader is being applied though - it just doesn't seem to get the texture coordinates. My custom geometry class

Re: [osg-users] Why is setTexCoordArray(0, texcoords) needed if array is modified in-place

2016-07-07 Thread Sebastian Messerschmidt
Hi Florian Calling dirty on the modified array should be enough. Are you sure you set the useDisplayList to false and the useVertexBufferObject to true? You don't need to call setTexCoordArray unless you want to assign a different array. I don't quite recall if you need to set the datavariance

Re: [osg-users] Color Change Question

2016-07-07 Thread Sebastian Messerschmidt
Am 07.07.2016 um 00:05 schrieb Daniel Lecklider: Hi, At my work we use OSG for simulation purposes and I am looking to display a model with each of its individual parts/components displayed in a different color. Colors can mean a lot of different things. It can be vertex colors, material

Re: [osg-users] Implement tile-based, large scale 2d map rendering

2016-07-06 Thread Sebastian Messerschmidt
Am 06.07.2016 um 10:31 schrieb Christian Buchner: Isn't OsgEarth focused on meshed 3D terrain mostly? That might incur some unnecessary overhead when displaying this in a 2D projection top view. That's only half the truth. It can be used for tile based map-projections too. Cheers Sebastian

Re: [osg-users] Get current Billboard ModelView matrix?

2016-07-05 Thread Sebastian Messerschmidt
Am 05.07.2016 um 10:05 schrieb Philipp Meyer: Hi, I want to track the delta movement of every fragment in my scene. Only tracking on a per object basis would not be enough because an object may, for example, rotate (so that one side of the object approaches the camera, the other side doesnt)

Re: [osg-users] Get current Billboard ModelView matrix?

2016-07-01 Thread Sebastian Messerschmidt
Hi Phillip, Hi, I'm using shaders to do some pre computations for a realtime radar simulation. (Some further processing is done with CUDA) The delta distance is required for the calculation of the doppler effect. So yes, I guess I'm using shaders in a weird way. Unfortunately it would be

Re: [osg-users] Get current Billboard ModelView matrix?

2016-06-30 Thread Sebastian Messerschmidt
Hi Robert, Phillip Hi Phillip, On 30 June 2016 at 12:22, Philipp Meyer wrote: unfortunately some objects move in my scene, so its not enough to only hold the old view matrix. The camera AND any object can move. OK. You haven't ever said what you are trying

Re: [osg-users] how to detect if an object bounding box collision with the camera frustum?

2016-06-27 Thread Sebastian Messerschmidt
Hi John, Hi, how to detect if an object bounding box collision with the camera frustum? I wonder if someone can suggest me how to do such check? Please explain, what you're after. What exactly do you mean when you're asking for a collision? Inside the frustum? Intersected by the frustum? It

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-24 Thread Sebastian Messerschmidt
Am 24.06.2016 um 17:14 schrieb Valerian Merkling: Hi Robert, Thanks for your clarification about OccluderNode. I already looked at the osgocclusionquery example. If I'm right, it just need to add an OcclusionQueryNode to contain the node wich have to be occluded by the rest of the scene

Re: [osg-users] [osgPlugins] UDP Video Multicast Stream onto OSG object

2016-06-18 Thread Sebastian Messerschmidt
Hello again, You might need to modify the address to make it work. The .ffmpeg is the essential part. There is a good example for files/devices in the osg cookbook. Cheers Sebastian Hello Jay, Have you tried the ffmpeg pseudoloader? image =

Re: [osg-users] [osgPlugins] UDP Video Multicast Stream onto OSG object

2016-06-18 Thread Sebastian Messerschmidt
Hello Jay, Have you tried the ffmpeg pseudoloader? image = osgDB::readImageFile("udp://228.10.10.24:12345.ffmpeg"); image = osgDB::readImageFile( "Images/bouncing_beach_ball.png" ); osg::ImageStream* imageStream = dynamic_cast( image.get() ); if ( imageStream )

Re: [osg-users] nVidia HW: Lens Matched Shading, Single Pass Stereo - exposed in OpenGL?

2016-06-09 Thread Sebastian Messerschmidt
quot; "out vec2 texcoord;" "out int gl_Layer;" "void main(void) {" " for (int i = 0; i < gl_in.length(); i++)" " {" " basecolor = vec4(1,1,1,1);" " texcoord = vtexcoord[i];" " gl_Position = transform_block[gl_InvocationID]

Re: [osg-users] nVidia HW: Lens Matched Shading, Single Pass Stereo - exposed in OpenGL?

2016-06-09 Thread Sebastian Messerschmidt
Hi Christian Hi all, has anybody looked at these new features of nVidia hardware? Lens Matched Shading and Single Pass Stereo are using new hardware and driver features that allow the GPU to perform single pass transform+shading of up to 16 independent view matrices. Isn't the change-set of

Re: [osg-users] [build] x64 vs x86

2016-06-05 Thread Sebastian Messerschmidt
Hi Dave, Usually you simply have to choose the correct compiler (If you use the CMakeGUI you need to check the "Visual Studio 12 2013 Win64"). Also you'll need to use the correct 64bit-3rd-party libraries. That should be all, the rest is taken care of by CMake. Cheers Sebastian Hi, I've been

Re: [osg-users] reset root color to original colors

2016-05-25 Thread Sebastian Messerschmidt
Hi Bruno, Your question is a bit vague. If you use a shader you have total control over the colors. If my interpretation of your question is correct, you want to disable the shader. There is no real "disable" it, you have to bind a empty program instead. (simply don't assign any shader).

Re: [osg-users] How to get Camera Heading Pitch Roll

2016-05-23 Thread Sebastian Messerschmidt
HI, Hi, Thanks Sebastian, I also tried Code: osg::CoordinateSystemNode* csn = new osg::CoordinateSystemNode(); csn->setEllipsoidModel(new osg::EllipsoidModel()); osg::Matrixd local_frame = csn->computeLocalCoordinateFrame(ECEFpnt); //osg::Quat q = camera->getViewMatrix().getRotate();

Re: [osg-users] How to get Camera Heading Pitch Roll

2016-05-23 Thread Sebastian Messerschmidt
Wojtek, Hi, Thanks! Unfortunately There is a problem with line: Code: osg::Quat q_local = local_frame_inv * q; I didn't provide actual compiling code here. I might very well be, that osg handles multiplication the other way round. Cheers Sebastian no operator found... Cheers,

Re: [osg-users] Local Camera angles

2016-05-23 Thread Sebastian Messerschmidt
Hi Wojtek, Use the the coordinateSystemNode: osg::CoordinateSystemNode* csn = new osg::CoordinateSystemNode(); csn->setEllipsoidModel(new osg::EllipsoidModel()); osg::Matrixd local_frame = csn->computeLocalCoordinateFrame(position); //where position is your global position The resulting

Re: [osg-users] glClearBufferData function support

2016-05-17 Thread Sebastian Messerschmidt
Hi Robert, Luca There is the BufferObject/GLBufferObject class. So maybe clearing the buffer data could be a member function of the BufferOject base class. Cheers Sebastian On 17 May 2016 at 07:59, Luca Bianconi wrote: Is the opengl 4.3 function glClearBufferData

Re: [osg-users] Output Scenegroup for Debug purposes

2016-05-16 Thread Sebastian Messerschmidt
Hi Danyel, Hi, i'm new to OSG and i was wondering if there is a simple way to "graphically" output a scenegroup with all nodes. I tried using osgDB::writeNodeFile(*Node, "saved.osg"); but obviously this just a serialization of the very one node I'm inputting.

Re: [osg-users] Remove all LOD children

2016-05-14 Thread Sebastian Messerschmidt
Am 13.05.2016 um 17:28 schrieb Bruno Oliveira: I checked with valgrind, and effectively I did not find any memory leak. The OS System Monitor (Ubuntu, as I said) consistently presents double the memory valgrind does (e.g., System Monitor says the app is using 2Gb, while valgrind states it is

Re: [osg-users] Read back data from a storage buffer object

2016-05-11 Thread Sebastian Messerschmidt
Hi Luca, Take a look at the osgSSBO example. The ShaderStorageBufferCallback can be used to retrieve the results. You might have to add a |glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT); in order to retrieve the result a the correct moment. See the osggpucull example for the barrier usage.

Re: [osg-users] Using multiples texture for a geometry

2016-05-09 Thread Sebastian Messerschmidt
Hi Florian, see the attached example. It will load to textures and apply them to two different sets of texture coordinates. Simply replace the image file paths to test it. If you use the 0,0 texture coordinate for all triangle/quad edges you will, depending on the wrap mode, end up having the

Re: [osg-users] Unwanted light source when importing 3DS file.

2016-04-28 Thread Sebastian Messerschmidt
Hi Greger Hello! I am currently working extra on a project for uni where I render the scene using 9 different cameras. This is in order to show the scene on a 3D monitor, similar to the Nintendo 3DS. I have received the scene in a .3ds format. However when I import this in osg there seem to

Re: [osg-users] [ANN] Windows Binaries of OSG 3.4.0 : Visual C++ 2015 and Intel C++ 2016

2016-04-28 Thread Sebastian Messerschmidt
Hi Stuart, First of all: Thank you for giving something back to the community. Can you elaborate on the specific versions used for the 3rd-party libraries? Especially if you compiled against Qt and possibly which version. Hello dear OSG-community, OSG 3.4.0 Windows binaries built with Visual

Re: [osg-users] Custom GraphicsContext Segmentation Fault when using Multithreading

2016-04-22 Thread Sebastian Messerschmidt
Hi Robert, He edited the original post. I've attached it for you. Cheers Sebastian Hi Phillipp, The source didn't make it through the osg-users mailing list so can't comment about the implementation side. From the error description in the first post it's clear that the graphics context

Re: [osg-users] Windows7/VS2013/CMake error

2016-04-21 Thread Sebastian Messerschmidt
Hi Robert, In some occasions this can be solved by putting the cmake-installation path and the visual studio "VC\bin" into the PATH environment (Rapid Environment Editor [1] is a great tool to do this without any pain). If this doesn't help, start cmake-gui from the visual studio console.

Re: [osg-users] osgSim::GeographicLocation

2016-04-20 Thread Sebastian Messerschmidt
Am 20.04.2016 um 10:55 schrieb Robert Osfield: Hi Sebastian, On 20 April 2016 at 09:49, Sebastian Messerschmidt <sebastian.messerschm...@gmx.de <mailto:sebastian.messerschm...@gmx.de>> wrote: Am 20.04.2016 um 10:05 schrieb Robert Osfield: Hi Sebastian, On 20 Apri

Re: [osg-users] osgSim::GeographicLocation

2016-04-20 Thread Sebastian Messerschmidt
Am 20.04.2016 um 10:05 schrieb Robert Osfield: Hi Sebastian, On 20 April 2016 at 08:17, Sebastian Messerschmidt <sebastian.messerschm...@gmx.de <mailto:sebastian.messerschm...@gmx.de>> wrote: Openflight databases seem to use this user-data at the root node to describe th

[osg-users] osgSim::GeographicLocation

2016-04-20 Thread Sebastian Messerschmidt
Hi, Openflight databases seem to use this user-data at the root node to describe the geographic base coordinates of UTM-databases. Unfortunately this class doesn't seem to have a serializer for the osgXYZ file formats. What is the best way to add such serialization capabilities? Cheers

Re: [osg-users] [build] OSG 3.4.0 Build with Visual C++ 2015

2016-04-18 Thread Sebastian Messerschmidt
Am 18.04.2016 um 15:56 schrieb Stuart Mentzer: Thanks Sebastian. Good reminder about /arch:AVX2. I can post a separate binary package built with this for people with newer CPUs if it shows a good performance gain. Ok. Be aware not all modern CPUs support this though. I'll also experiment

Re: [osg-users] [build] OSG 3.4.0 Build with Visual C++ 2015

2016-04-18 Thread Sebastian Messerschmidt
Am 18.04.2016 um 08:59 schrieb Stuart Mentzer: Hi, After some struggle I have managed to make a cookbook for building OSG with Visual C++ 2015. This is very exciting because I should finally be able to build our structural impact modeling application on Windows. There are a few items that

Re: [osg-users] TerrainTile and heightfield splitting

2016-04-18 Thread Sebastian Messerschmidt
Hi Leandro, You can try VPB (Virtual Planet Builder for this). It should take care of splitting and merging of datasets in the result-tiles if they are correctly geo-referenced. Cheers Sebastian Hi, I have a region of terrain represented with 5 datasets. One dataset for elevation (a

Re: [osg-users] Meteor falling

2016-04-15 Thread Sebastian Messerschmidt
Hi Tony Hi Sebastian, In my case I am trying to simulate an illumination shell dropping from a height and lighting the scene below for a given duration so I don't have a model. Is it just a case of creating a node at the desired position and add a lightsource to it as per the

Re: [osg-users] Meteor falling

2016-04-15 Thread Sebastian Messerschmidt
Hi Tony, I looking for an example of a meteor or an illumination source slowly falling to the ground. It would have to cast light as it falls. Does one exist or is this something I would have to create. Attach a lightsource to a model (preferably selfilluminating) and control the path for

Re: [osg-users] image is not being freed

2016-04-13 Thread Sebastian Messerschmidt
Hi Bruno, Hello, I am creating an image from custom data pointer as follows, however, this does not result in freeing my memory after I delete the node and texture. How could this be? image->setImage(src->tileSize(), src->tileSize(),1, GL_RGBA8,

Re: [osg-users] Vec3Array instantiation

2016-04-07 Thread Sebastian Messerschmidt
Hi Vincent, Hello I'm trying to use osg:Vec3Array with a c++11 smart pointer instead of osg smart pointer. I aim to join two APIs: osg and another one using C++11 smart pointer. Apparently, this is a destructor problem: ~TemplateArray<>() is private, so an explicit delete doesn't work. I

Re: [osg-users] Speed of Shaders

2016-04-04 Thread Sebastian Messerschmidt
Hi Daniel, Hi there I have experienced that generally as soon as I use shaders, my DRAW time starts to increase significantly, and this even if I just reimplement the fixed function pipeline basic functionality. I wonder if some out there make the same experiences. Either it is my poor

Re: [osg-users] Render a huge image (30.000x30.000)

2016-04-02 Thread Sebastian Messerschmidt
the setUnRefImageDataAfterApply() to what you like. The driver will put the data to the GPU when needed and most likely keeps some copy on the main RAM. Cheers Sebastian 2016-04-01 16:26 GMT+01:00 Sebastian Messerschmidt <sebastian.messerschm...@gmx.de <mailto:sebastian.messerschm...@gmx.de>&g

Re: [osg-users] Render a huge image (30.000x30.000)

2016-04-01 Thread Sebastian Messerschmidt
Am 01.04.2016 um 16:37 schrieb Bruno Oliveira: Hello, I am trying to render a single image with 30.000x30.000 pixels. I do this by loaindg a PNG file into a single osg::Image object, and asigningt it to a texture within a gl quad. However, this crashes my app (my gpu only supports 16.368

Re: [osg-users] Is it possible to pass uniform from node's StateSet to the deferred pass fragment shader?

2016-04-01 Thread Sebastian Messerschmidt
Hi Michael, Hi. Currently I have a forward pass fragment shader ( https://github.com/OGStudio/editor/blob/master/pipeline/pass1.frag ) with uniforms "useNormalMap", "useGlowMap" which define if certain draw buffers should be filled with bumps and glows. I provide those uniforms with

Re: [osg-users] Get all vertices of an OSG Group

2016-03-31 Thread Sebastian Messerschmidt
Hi Clement, Hi, After few tries on different files, I think osg::Material are not what I am looking for since I have for example, for each drawable, ~900 vertices (with different colors each) and only 1 material (which can return only 1 osg::Vec4 of RGBA). Can you give us an example file?

Re: [osg-users] Get all vertices of an OSG Group

2016-03-30 Thread Sebastian Messerschmidt
Hi Clement, I checked what you suggested but I don't really understand how I can retrieve the respective colors of each points I am looking for. Do you have any idea how it can be done ? You need to extend your visitor to capture the StateSet active for your drawable. You need to add a

Re: [osg-users] Managing scene graph for picked/unpicked objects

2016-03-28 Thread Sebastian Messerschmidt
Hi Lee, How do you manage the scene graph for picked objects? That is, how do you structure the graph to track selected vs. not selected objects? Do you (for example) insert an osgFX::Scribe node between each selected node and its parent? Do you create a single osgFX::Scribe node and move

Re: [osg-users] viewport is changing after huge sized object ; updating only visible nodes

2016-03-28 Thread Sebastian Messerschmidt
Hi, Hi Andrey, On 22 March 2016 at 09:30, Andrey Perper > wrote: Hey guys!!! 1) My scene is set like it is always fits in camera (i guess it is osg-default). If i add huge sized object - i see all scene (camera flies

Re: [osg-users] Tesselation on Model

2016-03-23 Thread Sebastian Messerschmidt
Hi David, Thank you very much Sebastian! You are awesome! You really made my day. I can see the tesselation it's working now. : ) Thx, an , in comparison, most elaborate question like this needed some attention :-) If I'm allowed to add one question for personal advancing. What do i have to

Re: [osg-users] Tesselation on Model

2016-03-23 Thread Sebastian Messerschmidt
Hi David, tesselation shaders usually work on the GL_PATCH primitive rather than usual triangles. So in order to get your program running you need to run a visitor on the scene and convert the primitive sets to this. This however won't magically solve every tesselation problem, but this a

Re: [osg-users] [build] When writing my own software and integrating openscenegraph, LNK error is thrown out.

2016-03-22 Thread Sebastian Messerschmidt
Hi Diwas, Can you be a bit more specific on the Linker error you are getting? It is hard to guess what might be missing without some output and maybe some minimal code. The only thing I'm spotting is the /MDd. Have you tried /MD instead? Cheers Sebastian Hi, I will explain what I did till

Re: [osg-users] Support for sampler arrays

2016-03-22 Thread Sebastian Messerschmidt
Hi Chris, Following Lionels reply I did a quick test which seems to work: void addSamplerArray(osg::StateSet* ss) { osg::Uniform* uniform = new osg::Uniform(osg::Uniform::INT, "test",2); uniform->setElement(0,0); uniform->setElement(1,1); osg::Texture2D* tex1 = new

Re: [osg-users] Support for sampler arrays

2016-03-22 Thread Sebastian Messerschmidt
Hi Chris, Hi, Working on an app that is going to be doing a lot of work with large texture processing, and will need to squeeze as much data into graphics memory as possible and allow many textures to be referenced programmatically. I've got texture arrays working, but can't use this for all

Re: [osg-users] Vapsxt instrument insert into Osg?

2016-03-21 Thread Sebastian Messerschmidt
Hi Zhangfa, I don't know the specific product, but usually you can wrap the "draw" of the 3rd-party into an custom drawable and use the drawImplementation to execute the libraries code. Set setUseVertexBufferObjects(false); setUseDisplayList(false); Also you should structure your call

Re: [osg-users] Running OSG models on OpenGLES2.0

2016-03-14 Thread Sebastian Messerschmidt
Am 14.03.2016 um 17:35 schrieb Chris Hanson: Can't you try some other GLES applications(plain OpenGL-ES without OSG) and check their shader code? I believe there is a problem with your system/driver, as there is no need to explicitly issuing the precision in normal cases. I

Re: [osg-users] Running OSG models on OpenGLES2.0

2016-03-14 Thread Sebastian Messerschmidt
osg-users-boun...@lists.openscenegraph.org>] on behalf of Sebastian Messerschmidt [sebastian.messerschm...@gmx.de <mailto:sebastian.messerschm...@gmx.de>] *Sent:* Sunday, March 13, 2016 4:03 AM *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] Running OSG models on

Re: [osg-users] Running OSG models on OpenGLES2.0

2016-03-14 Thread Sebastian Messerschmidt
Am 14.03.2016 um 09:16 schrieb Hyun Kwon: Hi Sebastian, Thanks for the reply. *From:* osg-users [osg-users-boun...@lists.openscenegraph.org] on behalf of Sebastian Messerschmidt [sebastian.messerschm

Re: [osg-users] Running OSG models on OpenGLES2.0

2016-03-13 Thread Sebastian Messerschmidt
Hi Hyun, Hi Chris, I tried most of examples. Now I'm focusing on glsl_simple.osgt as it looks simple, but only the second row of shapes shows. If I modify the vertex shader a little, I get to see both first/second row. Can you tell us which platform you are using? You usually don't have to

Re: [osg-users] 16384x4096-Textures and 8192x8192-Textures

2016-03-07 Thread Sebastian Messerschmidt
Hi Peter Hi, i´m wondering why OpenSceneGraph-Viewer can view 16384x4096-Textures but not 8192x8192-Textures. This totally depends on your GPU/Driver. Usually 8192x8192 can be displayed by any modern GPU. When OSG encounters an image with a size over the limit reported by the driver it will

[osg-users] Mutliple viewers with multiple scenes

2016-03-07 Thread Sebastian Messerschmidt
Hi, I've got some abnormal usage-pattern of viewers and scenes in one application. There is some Qt-based application using OSG to render different scenes into individual widgets(which use an osgViewer::Viewer), which kind of works. The problem is mainly due to osgDB::Registry being a

Re: [osg-users] Shadows and osgRecipe

2016-02-25 Thread Sebastian Messerschmidt
Hi Michael, Unfortunately this will render the geometry three times. First shadow map depth pass, Second to create the screenspace shadow texture and for the RTT again. Any idea how to prevent the second pass and move it to some later stage? Cheers Sebastian Hi. I have the sample that

Re: [osg-users] [forum] "Request received" emails

2016-02-23 Thread Sebastian Messerschmidt
Hi Tony, It happens for the mailing list too (I guess the reply-mail for the forum post is related to the duplication to the mailing list). It seems that you get one every time you post something of the forum. I posted two things tonight and got two of these. Tony

Re: [osg-users] Custom shader not working on Mac OS

2016-02-19 Thread Sebastian Messerschmidt
Hi Pierre-Jean Hi, I try to port my app from Linux to Mac OS (El Capitan) using OSG 3.2. I wrote a simple system of shaders to apply a texture on a model: Vertex shader : Code: attribute vec4 osg_Vertex; uniform mat4 osg_ModelViewProjectionMatrix; varying vec4 texCoord0; void main(void)

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