Hi,
is  it possible tu call setNumMultiSamples at runtime? i have tried but
nothing appear to change....
thanks




2009/6/29 <osg-users-requ...@lists.openscenegraph.org>

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> Today's Topics:
>
>   1. Re: GLSL and OSG (Tomlinson, Gordon)
>   2. Unspecified osgShadow problem (?mit Uzun)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Sun, 28 Jun 2009 18:35:59 -0400
> From: "Tomlinson, Gordon" <gtomlin...@overwatch.textron.com>
> Subject: Re: [osg-users] GLSL and OSG
> To: "OpenSceneGraph Users" <osg-users@lists.openscenegraph.org>
> Message-ID:
>        <
> 56ea271a2716ca42942737f805b9443402e54...@txamasnwh016.ent.textron.com>
>
> Content-Type: text/plain;       charset="us-ascii"
>
> FYI:  if you search the OSG mail archives the reasons have been
> discussed in detail before this
>
>
> Gordon
> Product Manager 3d
> __________________________________________________________
> Gordon Tomlinson
> Email  : gtomlinson @ overwatch.textron.com
> __________________________________________________________
>
>
> -----Original Message-----
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich
> Hertlein
> Sent: Friday, June 26, 2009 11:43 AM
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] GLSL and OSG
>
> On 26/6/09 4:39 PM, Maxime BOUCHER wrote:
> > Just a question of curiosity.
> >
> >   I can guess Z and Y defaults haven't been change just for fun
> neither the vector column/row.
> >   But I wonder which are these reasons.
>
> The Z-up is popular in the vis-sim industry as it feels more natural to
> assume X-east, Y-north, Z-up.
>
> But it's not hard-coded or anything, just the default.  You can change
> it without problems by specifying an up vector of osg::Vec3(0,1,0).
>
> Cheers,
> /ulrich
>
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>
> ------------------------------
>
> Message: 2
> Date: Mon, 29 Jun 2009 02:32:36 +0300
> From: ?mit Uzun <umituzu...@gmail.com>
> Subject: [osg-users] Unspecified osgShadow problem
> To: OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
> Message-ID:
>        <e2bd14ae0906281632v2fe0508er7c9bb6ca75c8f...@mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Hi Folks,
>
> I have alread already updated my trunk from developer release osg-svn. And
> when I have tried osgShadow example I saw a strange behavior as you can see
> the problem from attached images.
>
> When I used "osgshadow --noUpdate --st" resulted screen look like
> osgShadowError4.jpg
> When I used "osgshadow --noUpdate --sm" resulted screen look like
> osgShadowError5.jpg
>
> Then I created sample code:
> ======================================
> #include <osg/Node>
> #include <osg/Light>
> #include <osg/MatrixTransform>
> #include <osg/LightSource>
> #include <osgDB/ReadFile>
> #include <osgViewer/Viewer>
> #include <osgViewer/ViewerEventHandlers>
> #include <osgGA/TrackballManipulator>
> #include <osgShadow/ShadowedScene>
> #include <osgShadow/ShadowMap>
> #include <osgShadow/ShadowTexture>
>
> static int ReceivesShadowTraversalMask = 0x1;
> static int CastsShadowTraversalMask = 0x2;
>
> void main()
> {
>    osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene = new
> osgShadow::ShadowedScene;
>
> shadowedScene->setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
>    shadowedScene->setCastsShadowTraversalMask(CastsShadowTraversalMask);
>
>    osg::ref_ptr<osgShadow::ShadowTexture> sm = new
> osgShadow::ShadowTexture;
>    shadowedScene->setShadowTechnique(sm.get());
>
>    //osg::ref_ptr<osgShadow::ShadowMap> sm = new osgShadow::ShadowMap;
>    //shadowedScene->setShadowTechnique(sm.get());
>    //sm->setTextureSize(osg::Vec2s(1024,1024));
>
>    osg::Vec4 lightpos;
>    lightpos.set(0.0, 10.0, 10.0, 1.0);
>
>    osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
>    ls->getLight()->setPosition(lightpos);
>    ls->getLight()->setAmbient(osg::Vec4(0.2,0.2,0.2,1.0));
>    ls->getLight()->setDiffuse(osg::Vec4(0.8,0.8,0.8,1.0));
>
>    osg::ref_ptr<osg::MatrixTransform> groundMT = new
> osg::MatrixTransform();
>    osg::ref_ptr<osg::MatrixTransform> cowMT = new osg::MatrixTransform();
>    osg::ref_ptr<osg::MatrixTransform> dumptruckMT = new
> osg::MatrixTransform();
>    groundMT->setMatrix(osg::Matrix::translate(0.0, 0.0, -100.0));
>    dumptruckMT->setMatrix(osg::Matrix::translate(0.0, 5.0, 0.0));
>    osg::ref_ptr<osg::Node> cow = osgDB::readNodeFile("cow.osg");
>    osg::ref_ptr<osg::Node> dumptruck =
> osgDB::readNodeFile("dumptruck.osg");
>    cow->setNodeMask(CastsShadowTraversalMask);
>    dumptruck->setNodeMask(CastsShadowTraversalMask);
>
>    osg::ref_ptr<osg::Node> ground = osgDB::readNodeFile("lz.osg");
>    groundMT->setNodeMask(shadowedScene->getReceivesShadowTraversalMask());
>    groundMT->addChild(ground.get());
>    cowMT->addChild(cow.get());
>    dumptruckMT->addChild(dumptruck.get());
>
>    shadowedScene->addChild(groundMT.get());
>    shadowedScene->addChild(cowMT.get());
>    shadowedScene->addChild(dumptruckMT.get());
>    shadowedScene->addChild(ls.get());
>
>    osgViewer::Viewer viewer;
>
>    viewer.setCameraManipulator(new osgGA::TrackballManipulator());
>    viewer.setSceneData(shadowedScene.get());
>    viewer.addEventHandler(new osgViewer::WindowSizeHandler() );
>    viewer.realize();
>
>    double x = 0.0;
>    while(!viewer.done())
>    {
>        viewer.frame();
>        cowMT->setMatrix(osg::Matrix::translate(0.0, x, 0.0));
>        x+= 0.01;
>    }
> }
> ======================================
>
> When I used ShadowTexture results are osgShadowError1.jpg and
> osgShadowError2.jpg
> And When I used ShadowMap result is osgShadowError3.jpg
>
> My System : XP SP2, ATI Radeon HD 2300, OSG 2.9.5 last Repository
>
> What do you think about incorrect shadow mapping on my system? Do you think
> I am doing incorrect things?
>
> --
> ?mit Uzun
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>
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> End of osg-users Digest, Vol 24, Issue 84
> *****************************************
>
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