Re: [osg-users] Compiling vertext shader fails on Intel

2018-12-18 Thread Christian Buchner
To debug this further, the nvidia driver supports #pragma optionNV(strict on) in the shader where it might indicate what could possibly be wrong with the code (this is assuming that there is something wrong in the shader code). Christian Am Sa., 15. Dez. 2018 um 22:41 Uhr schrieb Chris

Re: [osg-users] TriangleStrip mesh is not smooth...

2018-06-07 Thread Christian Buchner
Updating a mesh in real time could be done using some a displacement mapping in a vertex shader. The height field can be then updated as a texture. The base mash would be essentially static and flat, but the z coordinate is updated on the GPU based on texture input. Christian 2018-06-04

Re: [osg-users] Scaling visitor not working as expected

2018-01-09 Thread Christian Buchner
(); } #endif /** Force a recompile on next draw() of any OpenGL objects associated with this geoset.*/ virtual void dirtyGLObjects(); 2018-01-09 17:57 GMT+01:00 Christian Buchner <christian.buch...@gmail.com>: > > Are display lists active in your scene? if so, maybe a dirtyDisplayList()

Re: [osg-users] Scaling visitor not working as expected

2018-01-09 Thread Christian Buchner
Are display lists active in your scene? if so, maybe a dirtyDisplayList() call might be required on the affected drawables. drawable->dirtyDisplayList() As far as I know display lists are still the default in OSG, unless you explicitly disable them on geometry objects (and possibly enable vertex

Re: [osg-users] Access to gl context

2017-11-13 Thread Christian Buchner
Is this the function you're looking for? osgViewer::GraphicsHandleWin32::getWGLContext () I am having some trouble (despite the powers of Google) to find any OSG example code

Re: [osg-users] Warning: Error in reading to jpg images

2017-11-06 Thread Christian Buchner
Could this be caused by a static osg::Image() object (or another static object that creates the osg::Image in its constructor) that's getting initialized before the program's main() function is even called? This is too early, as OSG plugins would not be registered at that point. It might work with

Re: [osg-users] Obj model visualization using osg

2017-10-11 Thread Christian Buchner
nVidia is about to publish a tool called Virtual Holodeck which has exactly that use case (CAD models, engineering visualization) in mind. Uses VR and virtual presence. It will be made public soon (on Steam I heard), I think interested parties can currently ask for early access. Christian

Re: [osg-users] Obj model visualization using osg

2017-10-10 Thread Christian Buchner
What you are describing is a highly specialized application, not a generic 3D model viewer. This application also has a lot of requirements concerning the 3D model itself. All parts must be explicitly modeled. Most 3D models of cars do not fulfill this requirement as these would simply consist of

Re: [osg-users] Frame rate improvement

2017-09-22 Thread Christian Buchner
897 ms culling time sounds excessive to me, even for a large scene. Is this application built in a release configuration of the compiler? You could attempt a hierarchical grouping of the scene graph nodes with group objects to speed up the culling, using some kind of space partitioning algorithm.

Re: [osg-users] A problem of depth on osgText::Text in programmable pipeline

2017-07-14 Thread Christian Buchner
Okay, so you are modifying depth testing by attaching an osg::Depth object to the stateset... which OSG maps to glDepthFunc() glDepthRange() OpenGL API calls. As you are not modifying gl_FragDepth and not using any fragment discard, the early Z testing would still apply before entering the

Re: [osg-users] A problem of depth on osgText::Text in programmable pipeline

2017-07-14 Thread Christian Buchner
I think we need code and screenshots to understand your problem. I don't know about any "Depth" parameter in OpenGL. I know about a polygonOffset that affects rendering order for triangles located at similar Z buffer depths. Christian 2017-07-10 9:29 GMT+02:00 Yanwei Guo

Re: [osg-users] CityGML import into OSG or other 3D engines?

2017-07-06 Thread Christian Buchner
meshes. Christian 2017-07-05 18:19 GMT+02:00 Chris Hanson <xe...@alphapixel.com>: > If it was a critical application, I probably have some software engineers > that could update that libCityGML code to work with contemporary data sets. > > On Tue, Jul 4, 2017 at 2:44 AM, Christian Bu

[osg-users] can OSG deal with BC6 and BC7 compression formats?

2017-07-05 Thread Christian Buchner
Hi, Can OSG load BC6 (BPTC_FLOAT), *BC7* (BPTC) compressed textures from DDS files and upload these to the GPU, provided that the graphics hardware and driver are capable of dealing with this format? If such support is present, what is the minimum OSG version to support this? Christian

Re: [osg-users] CityGML import into OSG or other 3D engines?

2017-07-04 Thread Christian Buchner
gle code ( > https://code.google.com/p/libcitygml/). > > On Fri, Jun 30, 2017 at 3:11 PM, Christian Buchner < > christian.buch...@gmail.com> wrote: > >> Hi all, >> >> I was wondering if anyone has come across a solution to import CityGML >> data into an

[osg-users] CityGML import into OSG or other 3D engines?

2017-06-30 Thread Christian Buchner
Hi all, I was wondering if anyone has come across a solution to import CityGML data into an OSG application or into other game engines like Unity (an open and documented XML format for storing city geo data) This could by with osg import plug-ins or with 3rd party applications that simply

Re: [osg-users] Limit rendering a texture up to a given pixel

2017-06-29 Thread Christian Buchner
A uniform specific to each tile that defines the dimensions for the valid part of the tile? The shader would get the gl_FragCoord, compare it against the threshold and return a transparent color for pixels outside the valid bounds. Christian 2017-06-29 11:28 GMT+02:00 Bruno Oliveira

Re: [osg-users] Cannot rotate image on Windows 10 with osg 3.2.3

2017-06-28 Thread Christian Buchner
Maybe screen rotation by 90, 180 or 270 degrees was meant. In this case OSG might have stopped working. 2017-06-28 9:45 GMT+02:00 Robert Osfield : > Hi Clement, > > I'm not a Windows users so can't help with the specifics, but the > information you provide is so vague

Re: [osg-users] [Repost while forums down] Convert from screen space to world space and back to screen space

2017-06-26 Thread Christian Buchner
The thing is... a 2D pixel on screen is essentially a line segment in 3D (contained within the view frustum). After manipulating this line with a rotation matrix, this would most likely become a line in 2D space too. Are you interested in the closest intersection with an object instead? That

Re: [osg-users] How to add hello world/additional project to existing compiled OSG

2017-06-20 Thread Christian Buchner
For smaller projects, consider adding your own code as an additional "example" by extending the CMakeLists.txt file in the examples folder, and creating another subdirectory in it (possibly as a copy of an existing example project. Don't forget to edit its CMakeLists.txt file too). I found this a

Re: [osg-users] how to convert osgb files to old version

2017-06-19 Thread Christian Buchner
osgconv is always built against one specific OSG version. If it can read a newer osgb format, it probably wouldn't write an older format. If it writes an old format, it can't read the newer format properly. So you would have to go through an intermediate file format, say, e.g. .obj, Collada

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

2017-03-08 Thread Christian Buchner
I've recently written some code to merge individual triangle strips by joining them using some degenerate (zero area) triangles. One issue that I've run into is that in wireframe mode this generated some very odd looking artifacts. Find the code here. It may need some adaptation for your use

Re: [osg-users] Merge Shader::Program from differents node kits.

2017-03-01 Thread Christian Buchner
Pragmatic shader composition was introduced in OSG 3.4 only. Awkward... It seems that you will have to do a manual merging of the shaders and uniform variables unless you are able to upgrade OpenSceneGraph. Christian 2017-02-28 16:53 GMT+01:00 Dario Minieri : > Hi, > >

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

2017-01-03 Thread Christian Buchner
Pragmatic shader composition was added to the repository around Feb 13, 2015, and most likely into OSG 3.4 and newer only. A link to the relevant thread started by Robert Osfield is here: http://markmail.org/message/mjxjn4vujpvz3wfz#query:+page:1+mid:vogwv7uwhoefcln6+state:results 2017-01-03

[osg-users] code for merging tri strips in a cache friendly way

2017-01-03 Thread Christian Buchner
When loading .obj files (e.g. exported from Blender) into OSG - especially those that are exported with the "group by material" option - you might find a lot of individual tri strips in the resulting OSG geometry. Here is a piece of code (a node visitor) that will join these tri strips into a

[osg-users] wireframe mode and degenerate triangles

2016-12-30 Thread Christian Buchner
Hi all, I have just optimized a human model that had around 150 individual GL_LINE_STRIP drawables by adjoining these. This requires doubling the last vertex of a strip and the first vertex of the next strip which is to be appended, generating a couple of degenerate triangles. The model still

Re: [osg-users] Tearing hair out over simple GLSL instancing

2016-12-30 Thread Christian Buchner
Does your vertex shader code perform any lighting calculations? I remember that in my instancing vertex shader code I had to explicitly perform required lighting calculations for ambient, diffuse, specular components (the usual Blinn-Phong lighting equations) and set the vertex colors

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

2016-12-29 Thread Christian Buchner
> I will receive the final scene with or without textures 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. Christian ___

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

2016-12-22 Thread Christian Buchner
Just some wild guesses: You might have to enable blending in the state set, and set an appropriate blend function as (depending on whether your projective texturing is done in a 2nd render pass or not) On hardware that does not support opengl border colors (ARB_texture_border_clamp) in hardware,

Re: [osg-users] About Boat Movement

2016-12-19 Thread Christian Buchner
. Also it is a generic simulation topic not related to OSG. The OSG related parts will be limited to providing an appropriate matrix transform to put the boat into its final position (including any rotation) in 3D space. Christian 2016-12-19 12:24 GMT+01:00 Christian Buchner <christian.b

Re: [osg-users] About Boat Movement

2016-12-19 Thread Christian Buchner
To do it correctly, you need physics simulation (mass of ship, buoyancy forces as a function of immersion depth at different hull sections, water forces due to flow currents and kinetic energy of the waves hitting the ship) You could simplify this problem into a mass-spring system with lots of

Re: [osg-users] How to render (sub-)graph only into depth buffer?

2016-12-18 Thread Christian Buchner
There's also an osgoit sample program that renders a subgraph (a non-transparent truck model) first, and then performs depth peeling render passes (ping-pong) of the other transparent objects. The depth buffer contents from the initial solid pass are copied via blit from one FBO to the next one.

Re: [osg-users] Offscreen rendering with multisampling

2016-12-09 Thread Christian Buchner
Could it be that global graphics driver settings might override your application choice for multisampling? On Windows, sometimes you may have to set the graphics driver OpenGL quality or antialiasing settings to "Application controlled" - details are possibly depending very much on your

Re: [osg-users] x and y coordinates

2016-12-02 Thread Christian Buchner
Basic OpenGL utilities libraries like GLUT that provide some mouse events in the mouseEvent(int button, int state, int x, int y); function, but this functionality is not native to OpenGL. Event->x()/y() sounds more like an OSG event handling, and there are plenty of OSG examples out there that

Re: [osg-users] How to render the image without reducing its size.?

2016-11-22 Thread Christian Buchner
Your OpenGL implementation might signal a maximum texture size of 4096. Which is why there is no alternative to downsizing it. There is also an OSG_MAX_TEXTURE_SIZE environment variable. I am not sure what its default value is, or if it has a default at all. Have you tried forcing this to 8192?

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

2016-11-17 Thread Christian Buchner
It would appear the original source of the tank is the Naval Postgraduate School tutorials page: http://trac.openscenegraph.org/documentation/NPSTutorials/ This is from 2004. 12 years go. Man, time flies. Christian 2016-11-17 15:25 GMT+01:00 Christian Buchner <christian.buch...@gmail.

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

2016-11-17 Thread Christian Buchner
> > As for an "osgtank" model, I have no idea what you are talking about, > it's not anything to do with the core OpenSceneGraph source code > distribution or the OpenSceneGraph-Data distribution. Again this is > an issue of just throwing out a question without any proper context. > I suspect OP

Re: [osg-users] [3rdparty] QVR: Virtual Reality library that supports OSG with Vive, Rift, OSVR, and others

2016-11-10 Thread Christian Buchner
This project is highly interesting, but doesn't the single threaded approach per GPU cost a bit of performance (FPS) in very complex scenes? Achieving stable 90 FPS is critical in VR. Christian ___ osg-users mailing list

Re: [osg-users] delay-loading OSG DLLs?

2016-10-26 Thread Christian Buchner
fprintf(stderr, "Delay-loading imports from %s failed!\n", dllname.c_str()); exit(1); } } init = true; } 2016-10-25 19:24 GMT+02:00 Christian Buchner <christian.buch...@gmail.com>: > Hi, > > I was w

[osg-users] delay-loading OSG DLLs?

2016-10-25 Thread Christian Buchner
Hi, I was wondering if anyone of you has successfully used the /DELAYLOAD linker option with the OSG DLLs on Windows. For me, attempting this causes the creation of the graphics context to fail, because windowingSystemInterfaceRef() called by createGraphicsContext() returns an invalid reference.

Re: [osg-users] bug: new OpenSceneGraph-3.5.5 threading...

2016-10-10 Thread Christian Buchner
I can suggest three possible fixes in order of descending "cleanliness" 1) You can tag your application using an application manifest that tells Windows that the application is DPI aware and handles all the scaling itself. 2) Another possible fix is to force compatibility scaling individually

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

2016-09-29 Thread Christian Buchner
Hi Robert, Thank you very much for spending so much effort on the threading affinity (re)design. It is very much appreciated. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] slow speed of osgDB::writeImageFile() for monochrome PNGs?

2016-09-12 Thread Christian Buchner
Hi, I allocate and write out an 8 bit 1024x1024 pixel map like this osg::ref_ptr img = new osg::Image; img->allocateImage(1024, 1024, 1, GL_LUMINANCE, GL_UNSIGNED_BYTE); /* omitted: fill the image with science (TM) */ osgDB::writeImageFile(*img, filename); I am a bit puzzled that writing a PNG

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

2016-08-18 Thread Christian Buchner
ine option.* *This may differ a bit from the camera setup I've outlined above.* *Christian* 2016-08-18 17:07 GMT+02:00 Christian Buchner <christian.buch...@gmail.com>: > > On Windows, create a graphics context with the pbuffer flag set to true > and windowDecoration set to false. > &

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

2016-08-18 Thread Christian Buchner
On Windows, create a graphics context with the pbuffer flag set to true and windowDecoration set to false. osg::ref_ptr traits = new osg::GraphicsContext::Traits; traits->x = 0; traits->y = 0; traits->width = 640; traits->height = 480; traits->red =

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

2016-08-18 Thread Christian Buchner
have a look at the osgprerender example. That one renders to texture first, and then uses the contents of this texture for rendering to screen. The osgscreencapture and osgposter examples also have options to render off-screen to FBO or pbuffers. 2016-08-18 13:19 GMT+02:00 Chris Thomas

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

2016-08-16 Thread Christian Buchner
looking at the osg::Image header file, it appears that the data storage is not protected through reference counting. AllocationMode _allocationMode; unsigned char* _data; the default allocation mode for an osg::Image is USE_NEW_DELETE, hence when one instance of your shallow copy

Re: [osg-users] How to get OSG 2.5?

2016-08-04 Thread Christian Buchner
You could try the OpenSceneGraph-2.6 branch, which is essentially the stable version of the OSG 2.5 developer branch https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneGraph-2.6 2016-08-04 14:04 GMT+02:00 Haixiao Liu <943719...@qq.com>: > Hi, > > I have a project developed with OSG

Re: [osg-users] floating point pbuffers - not supported by current PixelBufferWin32 implementation

2016-07-22 Thread Christian Buchner
se would be fast readback of scientific results from a GLSL shader, performing only off-screen rendering. I am basing this on the osgscreencapture example. Christian 2016-07-22 14:48 GMT+02:00 Christian Buchner <christian.buch...@gmail.com>: > Hi all, > > I spent the last 3 hours tr

[osg-users] floating point pbuffers - not supported by current PixelBufferWin32 implementation

2016-07-22 Thread Christian Buchner
Hi all, I spent the last 3 hours trying to coerce OSG to give me a floating point pbuffer. Just setting the required bits for color components to 32 bits in the graphicscontext traits isn't working. Turns out, on nVidia cards you also have to give the WGL_FLOAT_COMPONENTS_NV flag as "true" to

Re: [osg-users] Using OSG, how can I generate and render terrain from grid file format?

2016-07-09 Thread Christian Buchner
To load data through the GDAL plugin, simply append a .gdal file extension to the file name (even though on disk it does not have the .gdal extension) I use this method to load ESRI GRID ASCII format height fields into our application, then using this data to generate a TerrainTile for an

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

2016-07-06 Thread 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. 2016-07-05 23:33 GMT+02:00 Jason Beverage : > Check out http://www.osgearth.org, it likely does everything you're > trying to

Re: [osg-users] Pass an osg::Texture2D to CUDA driver api

2016-06-24 Thread Christian Buchner
I am wondering if the default setting to enable use of Display lists in OSG still makes a lot of sense nowadays. Christian 2016-06-24 18:20 GMT+02:00 Jannik Heller : > Hi Philipp, > > > > > > Also, Im having the issue that my drawCallback is only executed during > the

Re: [osg-users] Cannot stop rendering slave camera

2016-06-15 Thread Christian Buchner
What also works for me is to take my render to texture slave cameras out of the scene graph group they are contained in. For thread safety, this has to happen in an update callback. I use this method for computation in GLSL, so the computation is only triggered when it's necessary and not in

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

2016-06-09 Thread Christian Buchner
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. This could accelerate OSG's stereo

[osg-users] fast texture readback from FBO?

2016-06-07 Thread Christian Buchner
Hi, would anyone have an example for a render to texture with FBO with a fast read-back into CPU memory? This should be an example that does not block OpenSceneGraph's frame loop. The current code I have uses the terribly slow glReadPixels data path. Christian

Re: [osg-users] Best Pipeline For Integrating Blender Models?

2016-06-05 Thread Christian Buchner
My workflow is to export the model from Blender to one of OBJ, DAE (Collada) or FBX and to check in osgviewer which of these formats has less issues. Then I run osgconv to convert it into OSG, OSGT, IVE or OSGB formats as needed. Christian 2016-06-05 21:05 GMT+02:00 Dave Sargrad

Re: [osg-users] Arcball Camera without unexpecting 'roll' of the camera

2016-05-17 Thread Christian Buchner
Could it be that the "throw" feature of the camera manipulator is responsible for the roll? If so, try disabling it. Also, post source code if you want specific help with a specific issue in your implementation. Christian 2016-05-16 14:59 GMT+02:00 Daniel Neos : > Hi

Re: [osg-users] Multitouch OSG and Qt

2016-05-11 Thread Christian Buchner
There is one specific camera manipulator in OSG that supports multi-touch. I've tried it with a multitouch display once. The zooming gesture was extremely sensitive if I remember correctly. Christian 2016-05-11 18:00 GMT+02:00 Christian Kunz : > Hello, > > I have a

Re: [osg-users] Shadow projected on the opposite side too

2016-04-28 Thread Christian Buchner
Christian Buchner <christian.buch...@gmail.com>: > > if the w coordinate of your projected shadow texture coordinate is < 0, > you should > reject the shadow. This is quite easy to do in GLSL. > > The same technique can be used both for projective texture mapping

Re: [osg-users] Shadow projected on the opposite side too

2016-04-28 Thread Christian Buchner
if the w coordinate of your projected shadow texture coordinate is < 0, you should reject the shadow. This is quite easy to do in GLSL. The same technique can be used both for projective texture mapping and for shadow mapping. Christian 2016-04-28 11:40 GMT+02:00 Pierre-Jean Petitprez <

Re: [osg-users] How is this foliage artifact called and how to fix it?

2016-04-22 Thread Christian Buchner
Placing the foliage into a later render bin (e.g. the transparent bin, #10) than most other objects would help. Christian 2016-04-22 18:08 GMT+02:00 Chris Hanson : > I believe your texture filtering mode is generating intermediate alpha > values, which then blend a portion

Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-21 Thread Christian Buchner
AAA Games tend to not use OpenGL much these days. At one pointOpenGL development wasn't able to catch up to DirectX feature wise (simply too much buerocracy in the decision making pipeline) - that's when OpenGL lost developers to DirectX. Also OpenGL driver quality on Windows was often way

Re: [osg-users] Different results from camera->getViewMatrix() in OSG 3.4.0 compared to OSG 3.2.1

2016-04-14 Thread Christian Buchner
The plug-in you used to load your model may behave differently and as a result the scene's bounding sphere center could have shifted . 2016-04-14 13:21 GMT+02:00 Robert Osfield : > Hi Ronny, > > I don't recall any specific changes to view matrix management between >

Re: [osg-users] 2D manipulator only

2016-04-11 Thread Christian Buchner
I've created a child class of osgGA::TerrainManipulator that restricts the camera so that its up vector cannot tilt sideways (no camera banking). This only allows for operations like zooming in, rotating the scene around the intersection of the screen's centerpoint with the model and pure

Re: [osg-users] VR headset integration

2016-04-11 Thread Christian Buchner
The osgoculusviewer works for me using the 1.3 SDK now. Some parts are missing, such as a graceful shutdown when a return to Oculus Home is requested by a user pressing the home button. I will also have a look at the in progress openvr (steamVR) integration because this one is supposed to also

Re: [osg-users] Vec3Array instantiation

2016-04-07 Thread Christian Buchner
the osg::ref_ptr<> could be wrapped into a smart pointer, right? But what's the point ;) 2016-04-07 10:33 GMT+02:00 Sebastian Messerschmidt < sebastian.messerschm...@gmx.de>: > Hi Vincent, > >> Hello >> >> I'm trying to use osg:Vec3Array with a c++11 smart pointer instead of osg >> smart

Re: [osg-users] [build] using 3Ds Model in osgFX::BumpMapping and the Texture UV Coords for diffuse are not loaded

2016-04-05 Thread Christian Buchner
> I implemented the OSG BumpMap with no need to use shaders, as follow: > osgFX::BumpMapping* bump_mapping = new osgFX::BumpMapping(); Hmm, by default this osgFX effect module will use shaders according to its documentation: "This effect defines a preferred technique which uses ARB vertex &

[osg-users] applying BVH motion to a model?

2016-04-05 Thread Christian Buchner
Hi I am able to load BVH motion captures into OSG and I have generated a nicely looking male model with a matching skeleton with MakeHuman 1.1.0 rc2 as an FBX model. The BVH import plug-in generates a subgraph made of osgAnimation nodes representing the bone hierarchy and their transformations.

[osg-users] Unsupported wrapper class warnings in OSG 3.2 branch

2016-04-04 Thread Christian Buchner
Hi, when converting certain (rigged) FBX objects to OSGT format, I get several of these warnings printed on console. The FBX model was created by the free MakeHuman 1.1.0 rc2 version. InputStream::readObject(): Unsupported wrapper class osg::ComputeBoundingBoxCallback InputStream::readObject():

Re: [osg-users] about the state of the BVH plug-in, when used with CMU MoCap files

2016-04-01 Thread Christian Buchner
first change could certainly determined automatically from the input file, but whether or not the sequence of matrix multiplications shall always occur in the opposite order is up for debate. I might propose a suitable patch to the BVH plug-in later. Christian 2016-04-01 14:38 GMT+02:00 Chris

Re: [osg-users] about the state of the BVH plug-in, when used with CMU MoCap files

2016-04-01 Thread Christian Buchner
This is how I call the osganimationviewer to display a skeleton from the motion data. osganimationviewer --drawbone C:\mocap\motionbuilder\01\01_02.bvh -O solids Just the result is a bit unexpected... 2016-04-01 14:33 GMT+02:00 Christian Buchner <christian.buch...@gmail.com>: &g

[osg-users] about the state of the BVH plug-in, when used with CMU MoCap files

2016-04-01 Thread Christian Buchner
Hi all, I've been trying to get the BVH files from this site to import into the current OSG 3.4 branch https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/cmu-bvh-conversion These are conversions of the original motion capture data that CMU provides for free in a different format,

Re: [osg-users] Smart Pointer for Memory Management

2016-03-31 Thread Christian Buchner
with the osg::ref_ptr<> template class... this object is a non-managed C++ class and you cannot use it as a member of a managed class. So it needs to be wrapped in some .NET CLR wrapper. Christian 2016-04-01 2:50 GMT+02:00 Christian Buchner <christian.buch...@gmail.com>: >

Re: [osg-users] Smart Pointer for Memory Management

2016-03-31 Thread Christian Buchner
What you need is a managed wrapper for OpenSceneGraph. I am not sure if any such thing exists. Hint: Microsoft has abandoned their managed wrapper for DirectX for performance reasons.. Christian 2016-04-01 2:19 GMT+02:00 Diwas Bhattarai : > Hi, > > I want to use

Re: [osg-users] VR headset integration

2016-03-30 Thread Christian Buchner
There appears to be ongoing integration work for OpenVR (SteamVR) here: https://github.com/ChrisDenham/osgopenvrviewer Christian 2016-03-30 16:14 GMT+02:00 Chris Hanson <xe...@alphapixel.com>: > On Wed, Mar 30, 2016 at 7:19 AM, Christian Buchner < > christian.buch...@gmail.com&

[osg-users] VR headset integration

2016-03-30 Thread Christian Buchner
Hi, I just wanted to ask around rather generally, how OSG integration with various VR SDKs is coming along. Can osgoculus be built against the recently released SDK version 1.3 at this time? Is anyone working on a HTC Vive (OpenVR) or OSVR ( http://osvr.github.io/compatibility/ ) integration

Re: [osg-users] osg to collada

2016-03-30 Thread Christian Buchner
A statically linked osgconv binary with the required DAE and OSG2 plug-ins activated should do the trick. See the osgstaticviewer example for the required preprocessor macros to activate statically linked plug-ins. Christian 2016-03-30 9:41 GMT+02:00 Joe Kindle : > Hey :) >

Re: [osg-users] shadow mapping for point lights with shadow cube maps?

2016-03-23 Thread Christian Buchner
GMT+01:00 Christian Buchner <christian.buch...@gmail.com>: > Hi, > > I wonder if anyone here would be able to share some OSG based sample code > demonstrating shadow cube maps for point light sources. > > While the osgShadow::ShadowMap class will currently detec

[osg-users] shadow mapping for point lights with shadow cube maps?

2016-03-20 Thread Christian Buchner
Hi, I wonder if anyone here would be able to share some OSG based sample code demonstrating shadow cube maps for point light sources. While the osgShadow::ShadowMap class will currently detect point lights and use a perspective frustum for rendering the shadow map, I believe this does not

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

2016-03-14 Thread Christian Buchner
Hi, I am not sure if the original poster is aware of this, the osgvertexattributes osg sample code is able to generate shaders from fixed function pipeline state sets in the scene graph and applies these shaders to the geometry.

Re: [osg-users] Deferred shading + normal mapping + shadow mapping?

2016-03-11 Thread Christian Buchner
Hi, I've just submitted a related code sample to osg-submissions. It currently does bump mapping and soft shadows. Things to improve are: - this needs to support more light sources (not necessarily for shadowing though) - it needs better material handling (support for emissive colors,

Re: [osg-users] Crash in osg 3.4.0 on Virtual Machine when OSG_GL3_AVAILABLE enabled

2016-03-09 Thread Christian Buchner
Hi Robert, thanks for the quick response, > > My point is that enabling GL3 and then using a driver that doesn't support > gl buffers causes a null pointer access, to me this is a bug. If it is > valid to use buffer objects when gl3 is enabled then bufferobject needs to > do something other than

Re: [osg-users] Rendering OSG objects inside an existing OpenGL loop

2016-03-04 Thread Christian Buchner
The osg Camera has a clear mask, which you can set to not clear the Depth and the Color buffer. Christian 2016-03-03 18:31 GMT+01:00 Clement Begotto : > Hi, > > I am working on a software which already has its existing OpenGL context > and loop. I have to represent

Re: [osg-users] Viewing Stacked Semi-Transparent Geodes

2016-02-04 Thread Christian Buchner
There are techniques to perform order independent transparent rendering, one of these is demonstrated in the osgoit example of OpenSceneGraph. However osgoit uses a multipass technique and can be rather slow. Christian 2016-02-04 9:31 GMT+01:00 Voerman, L. : > Hi Erik, > the

Re: [osg-users] Avoid "render flickering" using low height cameras angles.

2016-01-22 Thread Christian Buchner
I think you'll want to google strategies to "avoid z-fighting". 2016-01-22 18:41 GMT+01:00 Dario Minieri : > Hi, > > Using low camera height angles (simulating camera zoom action), I can see > a lot of model "artifacts" (faces flick). Apart a massive model > optimization, I

[osg-users] Guaranteeing a specific order of node callbacks?

2016-01-15 Thread Christian Buchner
Hi, I have a couple of Geodes with an associated update callback, responsible for updating the nodes. Now due to a customer request there is a dependency between these Geodes, requiring a specific order in which these callbacks have to be executed. My geodes each render a 3-dimensional cylinder

Re: [osg-users] how to draw a Curved Surface?

2015-11-20 Thread Christian Buchner
If your terrain surface uses a GLSL fragment shader, you could add a 2D point in polygon test on the x/y coordinate and add or blend a highlighting color to the generated fragment when it passes the PIP test. It might get kind of slow when your enclosing polygons has a lot of vertices. For a

Re: [osg-users] First steps to improve culling

2015-11-13 Thread Christian Buchner
If you have lots of similar objects (crates boxes and whatnot), maybe GPU instancing would be a way to speed up draw calls. We've managed to get 15000 cars on screen at high frame rates using OpenGL instancing, with several hundred polys per instance. Christian 2015-11-13 10:09 GMT+01:00 Robert

[osg-users] wrapping an externally generated OpenGL texture in an osg::Texture ?

2015-11-06 Thread Christian Buchner
Hi, I have some legacy OpenGL code that is integrated with our OSG based application. This code creates and updates its own textures using OpenGL API calls and we are using a custom drawable with a drawImplementation() that binds said textures with OpenGL API calls before rendering the geometry.

[osg-users] Any (free) alternatives to SpeedTree?

2015-11-05 Thread Christian Buchner
Hi, the recent interest in Speedtree integration into OSG has made me curious as to what Open Source or commercial alternatives might exist. The osgforest sample is a bit too simplistic, in that it either renders only MatrixTransform trees or billboards. So, how to render lots of realistic trees

Re: [osg-users] Oculus+OSG

2015-10-22 Thread Christian Buchner
NOTE: Oculus SDK and Runtime 0.8.0.0 beta have just been (quietly) released. Find a change log here: https://developer.oculus.com/downloads/pc/0.8.0.0-beta/Oculus_Runtime_for_Windows/ Christian 2015-09-29 21:24 GMT+02:00 Jan Ciger : > -BEGIN PGP SIGNED MESSAGE- >

Re: [osg-users] how i can remove a sphere that is in a vector in the scene

2015-10-22 Thread Christian Buchner
I believe your vector has to be storing pointers to the sphere objects, not entire sphere objects themselves. And indeed the same pointer is passed to addChild, as to removeChild afterwards, things *should* work as intended. To make sure, print the pointer values you pass to addChild/removeChild

Re: [osg-users] the new glTF format by the Kronos Group

2015-10-21 Thread Christian Buchner
Apologies for not proofreading my initial post as much. "a interesting" should have been "interested". Well, there is some source code in the Khronos github repository, but it's mostly a Collada 2 glTF converter as well as some JavaScript code for loading such content into WebGL I suppose. So it

[osg-users] the new glTF format by the Kronos Group

2015-10-20 Thread Christian Buchner
Hi all, The Khronos group has published a specification for a data exchange and transmission format for 3D objects and scenes, it appears https://github.com/KhronosGroup/glTF I think the OpenScenegraph community might be a interesting in implementing a a file format plugin, or even come up with

Re: [osg-users] Oculus+OSG

2015-09-25 Thread Christian Buchner
hmm.. make sure a) SLI is disabled (if you have two or more cards linked) b) you're running the latest nVidia developer drivers from here https://developer.nvidia.com/gameworks-vr-driver-support I have no such artifacts. Running the OSG 3.2 branch here. 2015-09-25 10:52 GMT+02:00 Riccardo

Re: [osg-users] Modern GLSL and OSG

2015-09-24 Thread Christian Buchner
is suitable for this. DirectX 9.0c should be well supported by Wine (or its commercial counterpart Crossover). Christian 2015-09-23 14:49 GMT+02:00 Christian Buchner <christian.buch...@gmail.com>: > > If you're using Windows you could try building OSG against ANGLE > and limit yourself t

Re: [osg-users] Modern GLSL and OSG

2015-09-23 Thread Christian Buchner
If you're using Windows you could try building OSG against ANGLE and limit yourself to the OpenGL ES 2.0 API feature set. Here you can't accidentially fall back into using deprecated (fixed function) features because these have been stripped from the API. There would also be plenty of books about

[osg-users] performance mystery with an osg::TerrainTile on nVidia. Intel wins.

2015-09-17 Thread Christian Buchner
Hi all, I am loading a single osg::TerrainTile into my scenegraph, as a child of an osg::Terrain. Into this tile goes a height field and one image layer. I have got around 80k vertices and 157k triangles in a single drawable that is marked as a "fast" drawable in the OSG stats handler (shown by

Re: [osg-users] performance mystery with an osg::TerrainTile on nVidia. Intel wins.

2015-09-17 Thread Christian Buchner
ace, Intel. Christian 2015-09-17 16:05 GMT+02:00 Christian Buchner <christian.buch...@gmail.com>: > Hi all, > > I am loading a single osg::TerrainTile into my scenegraph, as a child of > an osg::Terrain. Into this tile goes a height field and one image layer. > > I hav

Re: [osg-users] Normal bindind

2015-09-15 Thread Christian Buchner
Wouldn't that imply that neighbor triangles cannot share their vertices because the normal is different for each primitive? For high resolution meshes this could create quite some overhead (memory and processing wise). Is there a more efficient way to get flat shading that would not require any

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