Re: [osg-users] Problem replacing shader built-ins (gl_EyePlane)

2014-01-08 Thread Garrett Cope
Hi Robert, Thanks for the reply. So the proper construction of the set of gl_EyePlaneX planes would be: InvMVL * ProjL * osg::Matrix::translate(1.0,1.0,1.0) * osg::Matrix::scale(0.5,0.5,0.5) with InvMVL == Inverse ModelView matrix for shadow camera and ProjL == Projection matrix for shadow

[osg-users] Problem replacing shader built-ins (gl_EyePlane)

2014-01-07 Thread Garrett Cope
Hi, I've been working on updating our shaders to remove the deprecated built-ins. I've gotten stuck on the gl_EyePlanes as used to compute projected shadow texture coordinates as follows (same convention as osg-generated shadow shaders): Code: gl_TexCoord[shadowTextureUnit0].s = dot(

[osg-users] Shadow camera and MRTs

2013-07-24 Thread Garrett Cope
Hi All, I'm looking at extending the VDSM functionality to write some extra info to additional RTs. So far, everything is working fine except the fact that fragments outside of the shadowed area of the shadow map aren't sent to the shader. This makes sense, as the rest of the non-casting

Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem

2013-01-25 Thread Garrett Cope
Hi Robert, I checked the svn/trunk last week and as you said the clipping problem seems to have been resolved. After exploring your new VDSM implementation further, it seems that there is a bug with the ReceivesShadowTraversalMask (or I am missing something). If I turn off this mask bit the

Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem

2013-01-18 Thread Garrett Cope
Hi Robert, This is a super-delayed follow-up but I've finally circled back around to this issue. Using the standard osgshadow example I can reproduce the general problem I'm having (shadows being clipped prior to the edge of the screen) by running with the following parameters: osgshadow

Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem

2013-01-18 Thread Garrett Cope
Hi Robert, Thanks for the quick reply. I am using 3.1.1 with the hopes of remaining somewhat stable. ;) Perhaps I should try the svn/trunk version. Attached is the animation path that shows the clipping on my installation. The forum would not allow the *.path extension so I change it to .txt

Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem

2012-08-24 Thread Garrett Cope
Hi Robert, I haven't been able to reproduce my specific problem with the osgshadow example, but I have been able to reproduce all kinds of weird clipping planes. Just none that are resolved by commenting out the aforementioned section. For instance, if I set the default light direction in the

Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem

2012-08-23 Thread Garrett Cope
Hi Robert, Thanks for the suggestion! VDSM is nice and concise - nice work! But unfortunately I still get the same clipping problem with it, so I'm sure it's something wrong on my end. I'll keep plugging away and see what I can come up with. Thanks again, Garrett ... --

Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem

2012-08-23 Thread Garrett Cope
Robert, Attached are two screen shots. 'shadow_before' is the base state with a box casting a perfectly fine shadow. 'shadow_after' is where I have rotated the camera such that the box has moved out of view to the right. In this image you can see another clipping edge beginning at the bottom

Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem

2012-08-20 Thread Garrett Cope
Hi Wojtek, Thanks for replying. The projection matrix at the points you mention matches what it is in my main app. I also set do_not_compute for the near/far planes on the main camera but didn't find any difference. If I understand the clipping correctly, it's just a polytope representing

[osg-users] [osgPlugins] osgShadow LiSPSM culling problem

2012-08-17 Thread Garrett Cope
Hi, I'm working with the osgShadow LiSPSM implementation as that seems to be the one that people have had the most success with. The shadows are great, but are being clipped vertically as the shadowing object moves near the left or right edge of the window. I've seen similar issues in other

Re: [osg-users] [osgPlugins] osgShadow + hardware skinning update issue

2012-06-14 Thread Garrett Cope
That was it! Thanks so much for the help Wojtek! ... Thank you! Cheers, Garrett -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48307#48307 ___ osg-users mailing list

[osg-users] [osgPlugins] osgShadow + hardware skinning update issue

2012-06-13 Thread Garrett Cope
Hi, I currently have an osg scene running that uses hardware skinning (via osgAnimation) to animate some character models. Using these models as as the shadow casters and a ground plane as the shadow receiver I've been trying to test the various osgShadow implementations. My issue is this:

Re: [osg-users] [osgPlugins] osgAnimation Update

2011-05-03 Thread Garrett Cope
Hi Cedric, Thanks for the response and sorry for the bother! I think that you are correct that my problem is with setting up invBindMatrixInSkeletonSpace. As I mentioned in an earlier post, adding a rotation offset to this matrix seems to make the skin geometry all screwy. Without being able

Re: [osg-users] [osgPlugins] osgAnimation Update

2011-04-28 Thread Garrett Cope
More investigation, still not much clearer. I'm hoping with a more concrete example someone can tell me what I'm missing... My main issue is how to change the coordinate system of a bone within the skeleton hierarchy. This could be done previously by just modifying the rotation of the bones

[osg-users] Mouse cursor won't redraw

2011-02-14 Thread Garrett Cope
Hi, I'm having a mouse cursor/ windowing issue that I'm hoping someone has run across. I'm changing the mouse cursor via the setCursor() method copied below in my Windows App's preframe function. It works, but the cursor doesn't actually redraw without some sort of mouse input. I can't seem

Re: [osg-users] VS2010 Memcpy error with osgviewerMFC example

2011-01-04 Thread Garrett Cope
Hi J-S, I think you're original suspicion is probably right. It looks like the C runtime libraries from VS2005 are still being loaded, though I can't figure out where from... Hopefully once I resolve that the problem will go away. I will update after that. Thanks for advice! --Garrett

[osg-users] VS2010 Memcpy error with osgviewerMFC example

2011-01-03 Thread Garrett Cope
Hi, I recently moved from VS2005 to VS2010 and all of my MFC based projects now die with the same memory access error in memcpy_s() when setting up the manipulator. The osgviewerMFC example experiences the same issue. Has anyone gotten an osg-MFC example compiled through VS2010 yet? It seems

Re: [osg-users] VS2010 Memcpy error with osgviewerMFC example

2011-01-03 Thread Garrett Cope
Hi J-S, Thanks for the reply. I also am using OSG with VS2010 on other projects with no problems. The only time I encounter this issue is when running an MFC based OSG app compiled with VS2010. As you suggested I double checked to be sure that I am compiling with the correct library versions

Re: [osg-users] [osgPlugins] osgAnimation and TimelineAnimationManager

2010-10-06 Thread Garrett Cope
Hi Cedric, Thanks much, that was very helpful for debugging. Everything is working now. The problem ended up being that actions added using AddActionAt(...) to add actions at the zero frame. They seemed to be skipped so that the action is never activated. If I added a slight amount to the

[osg-users] [osgPlugins] osgAnimation and TimelineAnimationManager

2010-10-05 Thread Garrett Cope
Hi, I was wondering if Cedric or anyone else has gotten the TimelineAnimationManager to work with skinned animations (RigGeometry - hardware or software)? I am trying to port my functional BasicAnimationManager implementation over to TimelineAnimationManager as shown in the

[osg-users] [osgPlugins] Shadows and RigGeometry

2010-07-01 Thread Garrett Cope
Hi, I'm currently working on adding shadows to my scene using osgShadow::StandardShadowMap. Everything is working fine except for my biped animations (using osgAnimation and hardware implementation of RigGeometry). The problem is that a shadow map is not being generated for geometry shadowed

[osg-users] Optimize and setDataVariance(osg::Object::DYNAMIC)

2010-05-11 Thread Garrett Cope
I've seen many posts on the forum (as well as the QSG) that say that setting 'setDataVariance(osg::Object::DYNAMIC)' will stop nodes from being optimized out of the graph. I've had several instances where this doesn't seem to be true. Most recently, I have an osgFX::BumpMapping node that is

[osg-users] [3rdparty] osgShadow issues

2010-05-06 Thread Garrett Cope
Hi, I'm trying out osgShadow and have encountered various problems that I can't seem to find mentioned in the forum. The biggest one is shown in the attached jpg. The shadow is rendered below the object (using SoftShadow), but it has a bunch of light un-shadowed pixels appearing in the middle.

Re: [osg-users] [osgPlugins] osgAnimation precision

2010-03-26 Thread Garrett Cope
Cedric, Thanks for making the changes. I had made them locally as well, but was too slow with getting them to you - sorry! It works well for me now. Thanks again, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26195#26195

Re: [osg-users] [osgPlugins] osgAnimation precision

2010-03-24 Thread Garrett Cope
It sounds like the change is worthwhile, so I'd be glad to make the changes. I will coordinate with Cedric. Thanks, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26065#26065 ___ osg-users

Re: [osg-users] [osgPlugins] osgAnimation morphing

2010-03-24 Thread Garrett Cope
Hi Roland, Thanks much, that was exactly what I was looking for. I was missing the fact that a different channel would be required for each animated transition. Thanks for the help! --jamie -- Read this topic online here:

[osg-users] [osgPlugins] osgAnimation precision

2010-03-23 Thread Garrett Cope
Hi, I noticed that osgAnimation::animation::update uses floating point precision rather than double for it's calculations. Was there a reason for this choice? I'm experiencing a noticeable loss of precision in my animations at this point. Thanks for your help, Jamie -- Read

Re: [osg-users] [osgPlugins] osgAnimation precision

2010-03-23 Thread Garrett Cope
Michael, Thanks for the reply. I figured that was probably the reason, but wanted to check since it seems that other plugins (like osgParticle) carry the double precision through the update functions. I think all of the update functions would have to be changed over to fix my problem, but it

[osg-users] [osgPlugins] osgAnimation morphing

2010-03-22 Thread Garrett Cope
Hi, To Cedric - or anyone else well versed with MorphGeometry in osgAnimation: I'm attempting to implement a coordinate interpolator. Basically, animating a mesh with vertex-independent transforms. It seems to me that MorphGeometry should accomplish this, but after digging through the

Re: [osg-users] [osgPlugins] osgAnimation hardware skinning

2010-03-03 Thread Garrett Cope
Hi Cedric, I was able to fix the issue by changing the way in which I was loading vertex data. My native data is X3D (similar to VRML), so I was loading the geometry using the method in the existing OSG VRML import plugin. I replaced this method with the data loading used in the osgskinning

Re: [osg-users] [osgPlugins] osgAnimation hardware skinning

2010-03-03 Thread Garrett Cope
Sorry, the texture thing was just me being dumb! Normals still don't work, but I'll work it out. Thanks for all of your help. I guess there is still an issue with the plugin not liking vertices loaded with a different method. Sorry I couldn't come up with a small example. I'll let you know if

Re: [osg-users] Migrating from 2.8.2 to 2.9.6

2010-02-25 Thread Garrett Cope
Paul, Don't need anybody to debug my code - just thought I would ping the community and see if anybody had encountered a similar issue with migration. For future reference, the issue was the 'glReadBuffer(_readBuffer);' call on line 907 of RenderStage.cpp being called with a null buffer. I

[osg-users] [osgPlugins] osgAnimation hardware skinning

2010-02-25 Thread Garrett Cope
Hi, I'm looking for a clarification from Cedric (or anyone else experienced with osgAnimation) on the correct way to set up the data structures for the hardware skinning implementation. Integrating the hardware skinning example with my code works fine with example files like nathan.osg or any

Re: [osg-users] Migrating from 2.8.2 to 2.9.6

2010-02-25 Thread Garrett Cope
Hi Robert, Yes, I experienced the same issue using example data files as well (cow.osg). I'd be glad to help track down the root issue. What do you need from me? Cheers, Garrett -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24861#24861

Re: [osg-users] [osgPlugins] osgAnimation hardware skinning

2010-02-25 Thread Garrett Cope
Hi Cedric, As it is right now the code is part of a larger plugin, so it's not exactly a small example. I'll try to put something smaller together. Generally speaking though, should it work to use the RigGeometry setup in the software skinning example and just add the

Re: [osg-users] [osgPlugins] osgAnimation hardware skinning

2010-02-25 Thread Garrett Cope
Hi Cedric, My data is not in a natively supported format, so it probably wouldn't do much good for me to send it to you. It will probably take me longer to decouple that section from the app than it is worth, so I will just try and debug it further and let you know what I find. I'm just

Re: [osg-users] Migrating from 2.8.2 to 2.9.6

2010-02-19 Thread Garrett Cope
Paul, Yep, exact same system with the same hardware and the same application/models. The only difference is compiling with 2.8.2 libraries vs. 2.9.6. I will try your suggestions and report back. Thanks for the help, Garrett -- Read this topic online here:

Re: [osg-users] Migrating from 2.8.2 to 2.9.6

2010-02-19 Thread Garrett Cope
Ok, When loading cow.osg I experience the same problems described above. Works fine when my app is compiled with osg 2.8.2, warning message and no visible geometry when using v. 2.9.6. When viewing an .osg version of my test plane, there don't seem to be any special GL features being used. In

[osg-users] Migrating from 2.8.2 to 2.9.6

2010-02-18 Thread Garrett Cope
Hi, I recently attempted migrating my application from 2.8.2 to 2.9.6. Everything seems to build fine, but on running my app with even a simple plane as the geometry I get the warning: Warning: detected OpenGL error 'invalid enumerant' at after RenderBin::draw(..) and nothing renders. This