Re: [osg-users] making a movie of an OSG simulation

2008-02-06 Thread Sebastian Messerschmidt
IIRC a little tool called fraps is doing the job. cheers psy hi I wanted to make a movie of whatever is displayed on the screen when running an osg program. how do i do it ? Thank You ___ osg-users mailing list

[osg-users] ShadowMap and TEXTURE_COMPARE_MODE

2008-02-06 Thread Sebastian Messerschmidt
Hi everyone, I've been struggling with the implementation of osgShadow::ShadowMap in osg 2.2.0. It seems to me the shadow texture compare mode is not set, which results in strange results. My project requieres per pixel illumination, which is why I have to calculate all projections in the

Re: [osg-users] ShadowMap and TEXTURE_COMPARE_MODE

2008-02-06 Thread Sebastian Messerschmidt
Hello Jean-Sébastien, I reckon that my assumption regarding the texture compare mode were wrong. But indeed the whole problem seems to be with my shaders. I'm willing to provide the per-pixel modifications. I guess I'm doing something very wrong in my vertex shader. Upon completion and testing

Re: [osg-users] ShadowMap and TEXTURE_COMPARE_MODE

2008-02-06 Thread Sebastian Messerschmidt
Hello again, I derived my shader from the shader in the sources. I really need the vertex shader in order to calculate lighting on per pixel base. Sampler names should not matter, as the texture objects are rebound to my names (which should take all texgens etc into account). Sadly I suspect

Re: [osg-users] ShadowMap and TEXTURE_COMPARE_MODE

2008-02-06 Thread Sebastian Messerschmidt
Hi Jean-Sébastien Hi Sebastian, I derived my shader from the shader in the sources. Ok, that's what I was wondering about. I really need the vertex shader in order to calculate lighting on per pixel base. Of course, I didn't mean to remove the vertex shader, I

[osg-users] osgShadow one shot shadow map

2008-02-11 Thread Sebastian Messerschmidt
Hi everyone, I'm quite confused regarding the osgShadow implementation. My scene and my light-positions are static. My idea was to capture the shadow-map only once and apply it consecutively in all frames. I'm a bit lost where to start. Neither update nor cull seems to be the right place. Any

Re: [osg-users] osgShadow one shot shadow map

2008-02-12 Thread Sebastian Messerschmidt
Hi Wojciech, Thanks for clarifying. I was looking into it yesterday but didn't find the right spots. Maybe this could be integrated into the current implementation. I'm pretty sure it might be usefull for other users too. Hi, ShadowMap::cull invokes culls traversal for both main camera

[osg-users] ShadowMapping on recent ATI

2008-02-21 Thread Sebastian Messerschmidt
Hello, I've encountered a very strange problem with osgShadow::ShadowMap. As I've posted before I have managed to write a perpixel shader that uses shadow mapping. And what shall I say: Works like a charme ... at least on a geForce 8600, X600, X1300 with older drivers. Until I tried it with a

[osg-users] ShadowMapping on recent ATI - repost

2008-02-21 Thread Sebastian Messerschmidt
Sorry for wrong posting :-( Hello, I've encountered a very strange problem with osgShadow::ShadowMap. As I've posted before I have managed to write a perpixel shader that uses shadow mapping. And what shall I say: Works like a charme ... at least on a geForce 8600, X600, X1300 with older

Re: [osg-users] ShadowMapping on recent ATI - repost

2008-02-21 Thread Sebastian Messerschmidt
Hi Christian, I think i've seen your post on gamedev.net and tried to answer ...;-) Coincidence. Problem for me is, that even on 7.1 it's not working (but I've downgraded driver which might obscurify this issue a bit). I recently read some articles, where most of them were stating that binding

Re: [osg-users] ShadowMapping on recent ATI - repost

2008-02-22 Thread Sebastian Messerschmidt
I've been debugging I tried almost everything ;-) ) thx a lot Sebastian Sebastian Messerschmidt schrieb: Hi Christian, I think i've seen your post on gamedev.net and tried to answer ...;-) Coincidence. Problem for me is, that even on 7.1 it's not working (but I've downgraded driver

Re: [osg-users] How to save the rendering scene as a .avi file ?

2008-02-25 Thread Sebastian Messerschmidt
Hi, there has been a similar request some weeks ago .. If you just want to capture the rendering result you can use an external tool such as fraps for win32. There was some tool for linux also but I cannot recall ... HTH Sebastian loy_1987 schrieb: I am not familiar with this problem.I hope

Re: [osg-users] GLSL Preprocessor

2008-02-25 Thread Sebastian Messerschmidt
(filename); source = #define SIMPLE \n + source; osg::Shader* shader = new osg::Shader(osg::Shader::VERTEX, source); Sebastian Messerschmidt a écrit : Hello, I was wondering if the preprocessor language in GLSL is somehow useable for osg. Imagine I had a shader with .. #ifdef SIMPLE

[osg-users] GLSL Preprocessor

2008-02-25 Thread Sebastian Messerschmidt
Hello, I was wondering if the preprocessor language in GLSL is somehow useable for osg. Imagine I had a shader with .. #ifdef SIMPLE vec4 Color = vec4(1.0); #else if NOT_SO_SIMPLE vec4 Color = unimaginableComplicatedColorFunction(...) #endif Can I pass those defines to osg::Shader? I didn't

Re: [osg-users] GLSL Preprocessor

2008-02-25 Thread Sebastian Messerschmidt
Joachim E. Vollrath schrieb: Hi Sebastian, certainly would be a nice feature, although maybe shader synthetization should perhaps be done in a library of its own.. I agree that high level modifications shouldn't be part of the osg::Shader / Program. But I consider the preprocessor macros

Re: [osg-users] Complete darkness

2008-02-29 Thread Sebastian Messerschmidt
osg::LightModel::setAmbientIntensity(const osg::Vec4 ambient) IIRC this controls the global ambient intensity. So setting this to zero might solve your problem. hth, Sebastian Necdet Can Atesman schrieb: Hi folks, I am unable to create complete darkness in osg. I'm setting the only light

Re: [osg-users] Projective Texturing in GLSL shader

2008-04-14 Thread Sebastian Messerschmidt
Hi Paul, In the vertex shader try this vec4 ecPosition = gl_Vertex * gl_ModelViewMatrix; gl_TexCoord[0].s = dot(ecPosition, gl_EyePlaneS[0]) ; gl_TexCoord[0].t = dot(ecPosition, gl_EyePlaneT[0]) ; gl_TexCoord[0].p = dot(ecPosition, gl_EyePlaneR[0]); gl_TexCoord[0].q =

[osg-users] Transform Feedback

2008-04-21 Thread Sebastian Messerschmidt
Hi, I'm using geometry shaders with openscenegraph. I'd like to ask if there are plans to implement transform feedback soon. I'm just wondering, since this extension seems to be NV only. Is this the same for geometry-shaders ( i.e. are there ATi cards that support geometry shaders) ? cheers

Re: [osg-users] GLSL Setting up gl_EyePlane

2008-04-24 Thread Sebastian Messerschmidt
Hi Paul, depending on what you are trying to achieve, you've got to update the planes every frame in the way you mentioned. If your matrix is somehow connected to the View or Modeling matrices, you need to update them. You can use a updateCallback or look into the samples for TexGenNode IIRC.

Re: [osg-users] Night Vision

2008-04-25 Thread Sebastian Messerschmidt
Hi Julien, This effect can be achieved using the color matrix or a pixel shader. It's only a fake, but looks quite convincing. For a night-vision like colors you can multiply your color by r *= .15 g*= .3 b*= .05 For additional effects you might wan't to add scanlines and so on. You might also

Re: [osg-users] Shapefile troubles

2008-05-02 Thread Sebastian Messerschmidt
Hi Kimmo, I’ve been testing the plugin some days ago and noticed that some files are not loaded correctly. The problem here was, that the loader only loaded the first record. This happened with some files generated in Multigen. I have to test this before I submit a patch. Dunno if this is

Re: [osg-users] Adding a shader cancels shadows!

2008-05-22 Thread Sebastian Messerschmidt
Hi Art and Mail, it is right that you have to combine the shaders yourself. But beware! If you are using a vertex shader you'll have to write the projection part for the shadow mapping yourself. Just search the archives or drop me a line if you are not finding anything. I have those shaders

Re: [osg-users] 144 errors in gl.h (resend with clean text)

2008-07-02 Thread Sebastian Messerschmidt
As far as I remember I had this error, too. It was somehow related to the windows.h. Try to include it later. hth Sebastian Hi, I don't know for the compilation errors, but new osg::Camera;// execute main loop will not do anything... try viewer.run() ... Vincent. Le 2 juillet 2008 12:25,

Re: [osg-users] Problem using osg::ColorMatrix

2008-07-29 Thread Sebastian Messerschmidt
Hi Rahul. If I recall correctly the color matrix isn't working on most consumer cards. You need the the GL_ARB_IMAGING extension. Alternatively you can achieve the desired effect with a shader. cheers psy Hi all, I am trying to use OpenFL color matrix functionality through osg::ColorMatrix but

Re: [osg-users] Using SSE within OSG

2008-07-29 Thread Sebastian Messerschmidt
Hi All, Regarding question 2: Wouldn't it be possible to dynamically link different versions of the OSG-DLLs? So there would be two Version of the DLLs, one with the SSE-Optimizations and one with the straightforward code. I've seen examples of games some years ago, where they linked different

Re: [osg-users] World space bounding box

2009-05-14 Thread Sebastian Messerschmidt
Hello Harold, There is another method to get the axis aligned box from an arbitrary transformed box: I can provide you some pseudo-code: Given a aabox (box) and a matrix (mat) that transforms the box the following will return a new axis aligned box: See reference [1] snip void

Re: [osg-users] World space bounding box

2009-05-14 Thread Sebastian Messerschmidt
Hi, Hi Paul, const osg::MatrixList m = node-getWorldMatrices(); osg::ComputeBoundsVisitor cbv; node-accept( cbv ); osg::BoundingBox bb = cbv.getBoundingBox(); osg::Vec3 minV = bb._min * m.front(); osg::Vec3 maxV = bb._max * m.front(); osg::notify( osg::ALWAYS )

[osg-users] Referencing loaded models

2009-05-23 Thread Sebastian Messerschmidt
Hi, This might be a total beginners question, but I didn't find any sufficient information in the forum nor in the documentation. Let's assume I have a scene composed of some models, let's say a trees/houses which are the same model. If I want to load the model once and use it multiple times

Re: [osg-users] Referencing loaded models

2009-05-23 Thread Sebastian Messerschmidt
Hi Paul, but isn't this just cloning? With other words: is there something that is shared between the nodes? Plus, i would favour something not involving static data ;-) cheers Sebastian I does this: const static osg::ref_ptr osg::Node staticNode = osgDB::readNodeFile(Shapes/Shape.osg);

Re: [osg-users] Referencing loaded models

2009-05-23 Thread Sebastian Messerschmidt
Thanks Kim and Paul, My problem seems to be elsewhere. Me stupid hasn't tried his own minimal example. In my application I sort of wrap certain scene elements (like models) for an more abstract interface to loaded entities (as the models geometrical/graphical representation is only one

Re: [osg-users] vertex shader help: compare position

2009-05-27 Thread Sebastian Messerschmidt
Hi Paul, I guess the problem is related to the varying. AFAIR it is interpolated over the primitive. So maybe this is the problem. The other odd thing is that you do if (inside) discard; instead of if (inside == 1.0) discard; cheers Sebastian Hi, Im trying to use a shader to make

Re: [osg-users] self shadow support in osgShadow

2010-04-09 Thread Sebastian Messerschmidt
Hi summit, Most of the osgShadow implementations support self-shadowing. So it is more a matter of the used implementation. If you use any form of shadow-mapping, there always be self-shadowing per se. Look at the osgShadow example to find out more. cheers Sebastian Hi, I was

Re: [osg-users] [ANN] osgScaleViewer

2010-05-18 Thread Sebastian Messerschmidt
Hello Stefan, that are great news. Thanks for sharing this! Hello All, We'd like to announce the availability of osgScaleViewer, a scalable, cluster-ready OpenSceneGraph viewer based on the Equalizer parallel rendering toolkit. Th integration with Equalizer offers a number of high-level

[osg-users] Loader Plugin callback mechanism

2010-06-30 Thread Sebastian Messerschmidt
Hi, Some file formats like OpenFlight can contain various data, which might not be directly related to rendering but can be important in other contexts. While I fully agree that the loaders can and should skip this information when constructing the scene-graph, I would find it extremly

Re: [osg-users] Loader Plugin callback mechanism

2010-06-30 Thread Sebastian Messerschmidt
Robert Osfield schrieb: HI Sebastien, On Wed, Jun 30, 2010 at 10:27 AM, Sebastian Messerschmidt sebastian.messerschm...@gmx.de wrote: Do you think that such extension would be general enough to be applied to loaders? Um... I can't really say but I kinda doubt it'll be ideal way to tackle

Re: [osg-users] Loader Plugin callback mechanism

2010-07-01 Thread Sebastian Messerschmidt
Hi Ulrich, Hi Sebastian, On 1/07/10 1:18 , Sebastian Messerschmidt wrote: I would suggest reading up on previous discussions about UserData class that supports various generic attribute representation. It does seem like there would be a big overlap with what you are after. What a callback

[osg-users] PageLOD externals

2010-07-06 Thread Sebastian Messerschmidt
Hello, I've managed to convert a relatively large OpenFlight database to a pagedLOD - database. Therefore I replace all terrain-tile references (proxyNodes) in the master.flt with PagedLOD nodes that reference the converted .ive page. In another step I also replaced all references inside the

Re: [osg-users] PageLOD externals

2010-07-06 Thread Sebastian Messerschmidt
- there is a chance that the external files aren't being found for some reason. Second suggestion is to output your files to .osg and then inspect the file references and distances by hand to see if they all make sense. Robert. On Tue, Jul 6, 2010 at 6:45 PM, Sebastian Messerschmidt

Re: [osg-users] so big different performance in debug and release?

2010-08-31 Thread Sebastian Messerschmidt
John Water schrieb: Hi, recently, I trace 3D application'performance in debug, frame rate always is low and cull time always is high, I use lots of method to speed application; it improve a little. but today after I compile application as release version, the culling time drops from 100ms

Re: [osg-users] How can I change the RGBA value of the shadow?

2010-12-16 Thread Sebastian Messerschmidt
Am 15.12.2010 08:57, schrieb Duan Linghao: Hi, I want to control the color of shadow.How can I change the RGBA value of the shadow? ... You'll have to be a little more specific. Why shadowing technique are you using? In case you use standard shadow-mapping you can set a emissive ambient

Re: [osg-users] Using osgShadows I can't see widgets

2011-02-10 Thread Sebastian Messerschmidt
Hi Daniele, When using shadow techniques, you have to put all your child that are supposed to be shadowed in separate scene below the shadowed scene, as a sibling to the rest of the scene. E.G. if you have a hud: root | || HUD SHADOW

Re: [osg-users] How can I change the RGBA value of the shadow?

2011-03-04 Thread Sebastian Messerschmidt
Hi Matthew, I think i have answered this question like two times before, so please try to look into the forum/archives next time. Anyway, probably you'll have to modify the shader source to change the color. Usually after the depth compare the shadowed fragments are given the a biased

Re: [osg-users] GL_POLYGON could not using osgFX::Bumpmapping?

2011-03-31 Thread Sebastian Messerschmidt
Am 31.03.2011 07:49, schrieb litingbaotou: win7, nVidia GTX 260, driver vision 8.17.12.6099 I use GL_POLYGON to display a polygon, why? Polygons are known to be of less performance and add some other oddities, because rendering of polygons can't be done with the usual algorithms. Therefore the

Re: [osg-users] [vpb] vpb generated .osga model seems disturb shared memory in qt4

2011-04-21 Thread Sebastian Messerschmidt
Just a guess, are you mixing debug and release builds? (i.e. linking in the debug build to release libraries) I've encountered the strangest memory corruptions and crashes (due to differently sized STL data structures) under windows however. Since I'm not quite know the stl implementation you

Re: [osg-users] too much computation

2011-06-07 Thread Sebastian Messerschmidt
From the first look I'd advise to split up the geometries and put them into multiple nodes. Looking at the code I don't know which limit you're hitting here, but there are limits in the opengl implementations that might dissallow buffers beyond certain sizes. cheers Sebastian Hi I have

Re: [osg-users] Looking for the best modeling approach in terms of performance

2011-06-09 Thread Sebastian Messerschmidt
The general answer to your problem is: depends ;-) Seriously, for me option B) is likely to get you more performance, as you are using one texture for a bigger chunk of geometry. On the other hand this might largely depend on the actual size of the chunk. Less materials will perform better,

[osg-users] PagedLOD for shared nodes

2011-07-05 Thread Sebastian Messerschmidt
Hi, I have a very big OpenFlight based database in which I've converted the ProxyNodes for terrain-tiles into PagedLOD nodes. The general layout of the database looks like this: master |PagedLOD (flight_0_0) |

Re: [osg-users] PagedLOD for shared nodes

2011-07-05 Thread Sebastian Messerschmidt
Am 05.07.2011 17:42, schrieb Chris 'Xenon' Hanson: On 7/5/2011 5:50 AM, Sebastian Messerschmidt wrote: Hi, It seems like referencing e.g. tree1 multiple times in the graph creates multiple render instances instead of sharing the node. So loading the master.ive almost certainly consumes all

[osg-users] Shadow mapping using different scene graph for mapping

2011-07-05 Thread Sebastian Messerschmidt
Hi, Currently I'm trying to improve performance regarding shadow mapping. So far I've managed to get reasonable results for large outdoor scenes using LightSpacePerspectiveMaps. In order to improve performance further, I did come up with the following idea: As my scene-graph consists of many

Re: [osg-users] PagedLOD for shared nodes

2011-07-06 Thread Sebastian Messerschmidt
Am 06.07.2011 00:33, schrieb Luigi Calori: On 05/07/2011 20.32, Sebastian Messerschmidt wrote: Am 05.07.2011 17:42, schrieb Chris 'Xenon' Hanson: On 7/5/2011 5:50 AM, Sebastian Messerschmidt wrote: Hi, It seems like referencing e.g. tree1 multiple times in the graph creates multiple render

Re: [osg-users] Shadow mapping using different scene graph for mapping

2011-07-06 Thread Sebastian Messerschmidt
Hi Sergey, Thanks so far for the hints. I was thinking something similar. The problem however is how tell the shadow-technique that one graph is for casting while the other is for receiving. Do I have to overwrite certain parts of the ShadowedScene class to achive this? cheers Sebastian

Re: [osg-users] osgAnimation and official Kinect SDK

2011-07-07 Thread Sebastian Messerschmidt
Hi Aitor, Usually when I encounter something like this, the best way to analyze is to use the axes model delivered with the openscenegraph data. This way you can find out which axis is pointing which way. Usually you then come up with something like: x_org = -y y_org = x z_org = -z

Re: [osg-users] osg::ProxyNode and osg::ComputeBoundsVisitor

2011-07-25 Thread Sebastian Messerschmidt
Hello Oren, It seems that the node isn't loaded at all. As I do something similar in my database compiler, I think you will have to actually load the proxy node at least once to calculate the correct bounds for it: You code is correct, but as you defer loading of the real model, the

Re: [osg-users] osg::ProxyNode and osg::ComputeBoundsVisitor

2011-07-25 Thread Sebastian Messerschmidt
Am 25.07.2011 17:15, schrieb Oren Fromberg: Hey Sebastian! Thanks for the interesting reply. So, I guess that explains why the dimensions of my bounding box are tending to infinity! I have some questions though: 1) what do you mean by load the proxy node at least once? does that mean to add

Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadow clipping plane

2011-08-02 Thread Sebastian Messerschmidt
Hi Cyril, have you tried setting the MinLightMargin of the shadowmap to a high value? I didn't look to closely, but i recall having such problems when using the standard settings. Also the LightSpacePerspective shadow mapping works very well for me, so maybe try this one for the bigger outdoor

Re: [osg-users] Camera returns NULL viewport on Windows but not Linux

2011-08-10 Thread Sebastian Messerschmidt
Hi Paul, This is expected behaviour as far as I know. The viewer camera won't return you a viewport if more than one device context is used (i.e. more than monitor) Ok now I am making some progress. If I set the environment variable OSG_SCREEN to 1 then the problem goes away and the pointer

Re: [osg-users] Matrix mode GL_COLOR

2012-09-24 Thread Sebastian Messerschmidt
Hello Filip, As far as I remember, there is no hardware support for color matrix. It was supposed to be used for things like rendering the lumiance etc. of a color, which can be done with fragment/vertex shaders nowadays. If you want to change the color you should use the Material

Re: [osg-users] Mipmapping for downsampling

2012-09-26 Thread Sebastian Messerschmidt
Hi Kenzo. I think you are misinterpreting the last argument to the textureLod, which is an offset IIRC. I use the following to sample the last level (which is 1 px and gives you exactly the average): exp(texture2DLod(LuminanceSampler, vec2(0.5,0.5), 1000.0)); cheers Sebastian

Re: [osg-users] Mipmapping for downsampling

2012-09-26 Thread Sebastian Messerschmidt
Am 26.09.2012 17:27, schrieb Kenzo Lespagnol: Hi Sebastian, I've followed your advice, but I've still the issue. So it's seems I'm using a wrong way to generate my mipmaps. Is hardware mipmap generation actually average the values between the different mipmap levels? More or less. I don't

Re: [osg-users] Mipmapping for downsampling

2012-09-27 Thread Sebastian Messerschmidt
Okay, one last try: 1. Have you tried showing the last mip-level (i.e. avg. lum) in a separate window so you can check the value? 2. Have you double checked your actual tone-mapping? (say by providing the average luminance via uniform)? I'm asking this rather silly questions, because last

Re: [osg-users] VBO and vertex attribute data

2012-10-03 Thread Sebastian Messerschmidt
Hello Janna, If you use a shader program you'll have to bind the attributes to the program: const std::string name=v_tangent program-addBindAttribLocation(name, index); Then in the vertex shader you can access the attribute via: attribute vec3 v_tangent; hth Sebastian Hi, I am working on

Re: [osg-users] VBO and vertex attribute data

2012-10-04 Thread Sebastian Messerschmidt
Hi Janna, can you provide the bits of your code where you setup the attributes in the c++ code and the GLSL part where you access it? I've been using this feature for tangent-space attributes like forever and it simply works. The only thing to keep in mind is the slot numbers and names you

Re: [osg-users] glslDevil

2012-10-08 Thread Sebastian Messerschmidt
Hello Chris, I've been working with glslDevil a while ago and found it really helpful up to the point where it didn't support anything beyond GLSL 1.2. Since I'm not an academic(i.e. I don't study anymore) I didn't volunteer and replied to your request. You can put me on the CC and I'm willing

Re: [osg-users] Compute near far and multiple cameras

2012-10-15 Thread Sebastian Messerschmidt
Hi, I want to revive this relatively old thread. Can someone help me with the problem? I wasn't able to solve it. Setting the projection matrix of the PreRender2-pass in a cull callback doesn't help really. The problem behind this, is simply the fact, that the PreRender2-pass has a different

Re: [osg-users] Compute near far and multiple cameras

2012-10-24 Thread Sebastian Messerschmidt
Hello Andy, First of all, thank you for responding, I wasn't even sure the mail got through ;-) Hey Sebastian, I've been looking at this off-and-on for a while now, though I have no clean solution. From my investigation it looks like the osg::CullVisitor tweaks the _computed_znear and

Re: [osg-users] Smooth shading

2012-10-29 Thread Sebastian Messerschmidt
Hi Geoffroy. If you want smooth shading, why are you setting it to FLAT? sm-setMode( osg::ShadeModel::FLAT ); should read: sm-setMode( osg::ShadeModel::SMOOTH); Hi, I try to add smooth shading to my geometry but for the moment I do not have real success. I use this

Re: [osg-users] Smooth shading

2012-10-29 Thread Sebastian Messerschmidt
In order to get correct shading results, you have to create correct normals. There is also a smoothing visitor which you could try: osgUtil::SmoothingVisitor sm; model-accept(sm); cheers Sebastian Hi, you are right. In the code it is set to flat but I have also tried

Re: [osg-users] Smooth shading

2012-10-29 Thread Sebastian Messerschmidt
Am 29.10.2012 15:38, schrieb Geoffroy Rivet-Sabourin: Is this method is efficient ( computation time ) or is it a better avenue to use a GLSL frag and vertex shader What do you mean? It might be as well a O(n) algorithm, but as long as you do not try if it is suitable for you, you should not

[osg-users] FBX separate animations

2012-10-29 Thread Sebastian Messerschmidt
Hello, I've got the FBX plugin working and trying various models. Unfortunately for me, most FBX models are separated into the model itself and external animations. I simply have no clue how to load the animations and use them with the model. Can someone help me out here? cheers Sebastian

[osg-users] Getting Mipmap level from FBO

2012-10-30 Thread Sebastian Messerschmidt
Hello, I'm trying to implement an advanced HDR lighting algorithm where I need the average luminance of the last frame(s). Currently I've encountered two major problems: 1. Is there a possibility to get only the last mipmap-level from texture/image bound to a FBO? I can get the whole image

Re: [osg-users] Getting Mipmap level from FBO

2012-10-31 Thread Sebastian Messerschmidt
Hi David, thank you. Your advices really helped to solve the problem. Hi Sebastian 2012/10/30 Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de Hello, I'm trying to implement an advanced HDR lighting algorithm where I need the average

Re: [osg-users] compiler error (osgmultiplemovies)

2012-11-03 Thread Sebastian Messerschmidt
Hello Martin, unsigned int num_files_per_row = std::max(osg::round(sqrt(std::min(max_videos, static_castunsigned int(files.size(), 1.0); is the line I have. Try to static cast the result of osg::round to unsigned int. Same goes for the sqrt, which expects float or double. The VC2010 is

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

2012-11-09 Thread Sebastian Messerschmidt
Hello Peterakos: Hello. I try to create linear values for depth using the following code: Vertex Shader float depth_in_eye_space = (gl_ModelViewMatrix * gl_Vertex).z; depth = (-depth_in_eye_space - near)/(far - near); //depth is varying Fragment Shader gl_FragColor = vec4(depth,

Re: [osg-users] Problem with TBN matrix

2012-11-12 Thread Sebastian Messerschmidt
Hello Peterakos, Have you checked if the tangent space gives you correct results if applied to lighting? Also I don't understand what you need the tangent space for. Usually the fragment's normal is what you already have in the normal-buffer, if you doing some sort of deferred shading. In

Re: [osg-users] How to combine soft shadow mapping with normal mapping (and possibly other techs)?

2012-11-12 Thread Sebastian Messerschmidt
Hi Michael, First of all you should search the forum for questions regarding shadow mapping and custom shaders. The general answer is: Write your own vertex and fragment shaders and simply apply the shadow mapping as in the stock shaders by applying the shadow term to your lighting. Look

Re: [osg-users] Problem turning off the lights with override

2012-11-20 Thread Sebastian Messerschmidt
Hello Peterakos: Hello. I try to turn off the lights in my scene using the following code but it fails. group-getOrCreateStateSet()-setMode(GL_LIGHTING, osg::StateAttribute::OFF || osg::StateAttribute::OVERRIDE ); Did you by any chance mean: osg::StateAttribute::OFF |

[osg-users] osgTerrain retrieve geometry

2013-01-03 Thread Sebastian Messerschmidt
Hi, I have a geocentric terrain database built by osgDEM of which I need the highest LOD as geometry in order to post process it in another toolchain. What I tried is to get the highest LOD subtiles and visit them with a NodeVisitor which will then convert the geodes. In order to do so I use

Re: [osg-users] osgTerrain retrieve geometry

2013-01-03 Thread Sebastian Messerschmidt
Okay, I've found the solution myself. I simply use the transforms from getWorldMatrices on the group containing the geometry. cheers Sebastian Attached you'll find the obj produced by the nodevisitor and a screenshot. Thanks. Hi, I have a geocentric terrain database built by osgDEM of

Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2013-01-10 Thread Sebastian Messerschmidt
Hi, I can confirm that it is working correctly on MS Visual C++ 2005 and 2010. Platform is Win7 cheers Sebastian Hi, I just tried the compilation of my test code on Microsoft Visual C++, and the problem does not appear so it seems gcc linked... I will try to recompile OSG on my different

Re: [osg-users] Osgdem bathymetry problem

2013-01-10 Thread Sebastian Messerschmidt
Hi Paul, any easy workaround is to put your elevation and/or imagery into separate directories and use them as parameters. cheers Sebastian Hi all, I'm trying to compile blue marble terrain and bathymetry data from two seperate files however its always the last data entered on the

Re: [osg-users] Cross-compiling from XP64 for Windows 7 64: Crashing when rendering with shaders

2013-01-11 Thread Sebastian Messerschmidt
Hi Johannes, IIRC there was a bug in the 3.1.2 int osgProgram.cpp in Line 772 which can be fixed like this: if (_extensions-isShaderAtomicCounterSupported()) - if (_extensions-isShaderAtomicCounterSupported() !atomicCounterMap.empty()) cheers Sebastian Hi Chris, good idea, but

Re: [osg-users] Basic whitepaper on LOD in OpenSceneGraph

2013-01-18 Thread Sebastian Messerschmidt
Hello Chris, A useful concentrate. Thank you for providing it. cheers Sebastian I pulled out some material I developed for various training seminars in the past and polished it up a bit as a whitepaper: http://alphapixel.com/content/level-detail-lod-openscenegraph If anyone has any

Re: [osg-users] [vpb] osgdem with terrain from worldMachine

2013-01-21 Thread Sebastian Messerschmidt
Hi Walter, The heightmap has the wrong file-extensions. It is indeed a tif-file. Can you try it with the renamed file? Hi, below you can find my colour and height maps from Worldmachine, if someone can take look at would be appreciated. Thanks! Cheers, walter -- Read this

Re: [osg-users] [vpb] osgdem with terrain from worldMachine

2013-01-21 Thread Sebastian Messerschmidt
Walter, I've just took a closer look to the files you provided. They are not referenced in any way plus the height seems totally out of scale. I guess you'll have to reference them yourself Hi, below you can find my colour and height maps from Worldmachine, if someone can take look at would

Re: [osg-users] using UpdateCallbacks to animate models

2013-01-24 Thread Sebastian Messerschmidt
Hello Mike, Usually I would not do this with an update callback, but taken this aside I think you have to clone the models nodes to achieve unique transforms for each instance. In my renderer I clone models with articulated parts (in my case there are osgSim::Multiswitch and

[osg-users] ARB_instanced_arrays

2013-01-25 Thread Sebastian Messerschmidt
Hello, I've just stumbled across the ARB_instanced_array extension [http://sol.gfxile.net/instancing.html] It seems to be the most efficient way to handle instanced drawing. Can someone help me out to do this in OpenSceneGraph? As I see, the glVertexAttribDivisor is needed for this, but I'm

Re: [osg-users] 3D mice

2013-02-03 Thread Sebastian Messerschmidt
Hello Thomas, yes. I've more or less successfully integrated the 3dConnexion SpaceMouse into a custom Handler. Also there is some class in the osgVisual-project. Unfortunately it uses DirectX which is why I use a slightly modified OpenInputSystem. cheers Sebastian Hi, Has anyone taken a

Re: [osg-users] 3D mice

2013-02-11 Thread Sebastian Messerschmidt
Hello Thomas, basically it is based on OIS (OpenInputSystem). The implementation is really trivial as soon as you get OIS to use the space-mouse. That is the hardest part, as the SpaceMouse I'm using (3DConnexion) is not reporting relative translations/rotations but accumulated values. Right

Re: [osg-users] 3D mice

2013-02-11 Thread Sebastian Messerschmidt
What do you mean by SDK? As I said I use OIS (http://sourceforge.net/projects/wgois/) The accumulated values simply require you to calculate the delta yourself by hold the current and the last-frame values. Also you might need to scale the delta according to your frame time. hth, Sebastian

Re: [osg-users] 3D mice

2013-02-11 Thread Sebastian Messerschmidt
Hello Jan, Actually VRPN looked a bit too bloated for me. Also I didn't find a simple example grabbing keyboard events, directly accessing keyboard state etc. Is there some good starting point into VRPN? cheers Sebastian On Mon, Feb 11, 2013 at 7:04 PM, Sebastian Messerschmidt

Re: [osg-users] 3D mice

2013-02-11 Thread Sebastian Messerschmidt
. In the old implementation we indeed used the SDK sample, which was based on directX too, but never worked to our satisfaction. cheers Sebastian On Mon, Feb 11, 2013 at 7:22 PM, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: Hello Jan

Re: [osg-users] Disabling shaders on LightPointNodes

2013-02-13 Thread Sebastian Messerschmidt
Hi Frank, Did you set up your top-level program with ss-setAttributeAndModes(topLevelProgram, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); ? Also, I don't really understand if you are trying to render them with fixed function pipeline or your own custom shader. For fixed

Re: [osg-users] GPS-like map

2013-02-20 Thread Sebastian Messerschmidt
Hello Héctor, It is not quite clear for me, which part you are trying to achieve. If you are referring to the creation and the display of a HUD, take a look at the osgHUD example. For creation of a map, you could display parts of your scene from a bird's eye perspective inside the

Re: [osg-users] GPS-like map

2013-02-20 Thread Sebastian Messerschmidt
Hello Héctor, Hello Sebastian, thank you for your quick reply. Let me re-explain my question. The main point is the navigation system. I am looking for something like the following: -There is a 2D map (we don't care now about how the map has been made). -The system gets the map as an

Re: [osg-users] OpenCL post processing example: anyone care to share?

2013-02-20 Thread Sebastian Messerschmidt
Hello Ethan, do you really need to use cuda/compute etc? Most postprocessing can be done with plain glsl shaders. Therefore you'll have to render your scene to a framebuffer object and bind the texture as input to a fullscreen quad pass. You might want to take a look at osgPPU. cheers

Re: [osg-users] initializing the depth buffer with another camera's buffer before rendering

2013-02-21 Thread Sebastian Messerschmidt
Hello Christian, do you need to copy it? Or is it sufficient to re-use it in terms where it is allowed to be modified by the second pass? If later applies, you simply can bind the same depth buffer as input texture to your RTT pass. Hi, I've been modifying the osgoit code sample to allow

Re: [osg-users] silverlining integration in OSG. Manually drawing clouds - problem

2013-02-26 Thread Sebastian Messerschmidt
Hi Christian, If you are referring to drawing the clouds individually: I had exactly the same problem and didn't find a solution apart from rendering the clouds after everything else. (simply using the DrawObjects approach) as I thought I'm simply stupid. But maybe simply drop a line to

Re: [osg-users] silverlining integration in OSG. Manually drawing clouds - problem

2013-02-26 Thread Sebastian Messerschmidt
if they also have a user forum? I didn't find a forum. But they also answer questions from non-customers, and Mr. Frank Kane is quite responsive. cheers Sebastian Christian 2013/2/26 Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de Hi Christian

Re: [osg-users] [vpb] Link error

2013-02-28 Thread Sebastian Messerschmidt
Hi Tonino, This is bug in Visual Studio. To get VPB linked (and possibly other tools) add /FORCE:Multiple to your linker options. This problem is annoying me too, but this seems mainly related to the OsgDB custom stream. cheers Sebastian Hi, I'm trying to compile VTB ( 0.9.12 ) with

Re: [osg-users] delete scene osg

2013-03-01 Thread Sebastian Messerschmidt
Hi Lucie Hi, I want to delete a complete scene. I use root-removeChildren(0,root-getNumChildren()); Does it destroys the objects in the scene? Yes and no. First of all it does exactly what the name says. It removes the children from the group. If you don't reference the nodes below that scene

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