Hi Again I've now moved over to IOS and am having the same issue (with the same version 3.0.1). I'm just now building the latest svn, but you mentioned the issue was Nvidia related. Do you think the fix might help my IOS build?
Many thanks Tom On 29 September 2011 13:32, Thomas Hogarth <[email protected]> wrote: > Hi Robert, > > Yup, that seems to have done the trick. Now onward to no fixed > functionality, yippee (i.e. use osg_vertex etc in shader) > > Thanks Again > Tom > > > > On 29 September 2011 09:40, Robert Osfield <[email protected]>wrote: > >> Hi Thomas. >> >> Could it be that you are hitting up against the NVidia driver issue >> relating to the handing of uniform arrarys. The svn/trunk version of >> the OSG has a workaround for this issue so would recommend trying >> this. >> >> Robert. >> >> On Thu, Sep 29, 2011 at 3:30 AM, Thomas Hogarth >> <[email protected]> wrote: >> > Hi Guys >> > I've been trying to run the osganimationhardware example for osg 3.0.1 >> on >> > windows7 32bit with Geforce GTX 560 and latest drivers 280.26 . In the >> past >> > I have had this running (not on this machine or osg version), I simply >> > downloaded the osgData collection with the nathan.osg and skinning.vert >> > shader file. >> > However now when I'm running it, anything that is skinned does not >> render. I >> > have altered the shader to just use the gl_Vertex position rather then >> the >> > weighted position and then the object renders (so verts are fine). I >> have >> > also used the boneWeight0 uniforms to colour the mesh and they seem to >> have >> > decent values. >> > The only thing that doesn't seem to have good values is >> > uniform mat4 matrixPalette[MAX_MATRIX]; >> > When I checked the converted shader the value of MAX_MATRIX seems to be >> set >> > correctly, but if I used the first line of the first matrix as the >> colour >> > value, like >> > gl_FrontColor = matrixPalette[0][0]; >> > It is always black, >> > Looking at the uniform attached to the geoms stateset I can see roughly >> the >> > following in the debugger >> > _uniformList = [2](("matrixPalette", ({_ptr=0x0d0bfb58 }, >> > 0)),("nbBonesPerVertex", ({_ptr=0x0d0bf3b8 }, 0))) >> > _ptr = 0x0d0bfb58 {_parents=[1](0x0d0bfed8 {_parents=[1](0x00df9bf8 >> > {_name="" _dataVariance=DYNAMIC _userDataContainer=0x00000000 }) >> > _modeList=[0]() _attributeList=[1](((PROGRAM, 0), ({_ptr=0x0d0bc9c0 }, >> 0))) >> > ...}) _type=FLOAT_MAT4 _numElements=3 ...} >> > osg::MixinVector<float> = >> > >> {_impl=[48](1.0000000,0.00000000,0.00000000,0.00000000,0.00000000,1.0000000,0.00000000,0.00000000,0.00000000,0.00000000,1.0000000,0.00000000,0.00000000,0.00000000,0.00000000,1.0000000,0.99998939,0.0046100151,0.00000000,0.00000000,-0.0046100151,0.99998939,0.... >> > >> > So if the colour is the first vec4 of the matrixPalette uniform it >> should >> > be 1.0000000,0.00000000,0.00000000,0.00000000, but it's just black. >> > Can anyone confirm the osganimationhardware example is currently working >> > with these assets >> > >> http://www.openscenegraph.org/projects/osg/wiki/Downloads/SampleDatasets >> > >> > Any help would be awesome >> > Tom >> > PS >> > My config looks like this >> > #ifndef OSG_CONFIG >> > #define OSG_CONFIG 1 >> > /* #undef OSG_NOTIFY_DISABLED */ >> > /*#define OSG_USE_FLOAT_MATRIX >> > #define OSG_USE_FLOAT_PLANE >> > #define OSG_USE_FLOAT_BOUNDINGSPHERE >> > #define OSG_USE_FLOAT_BOUNDINGBOX*/ >> > #define OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION >> > /* #undef OSG_USE_UTF8_FILENAME */ >> > #define OSG_DISABLE_MSVC_WARNINGS >> > #define OSG_GL1_AVAILABLE >> > #define OSG_GL2_AVAILABLE >> > /* #undef OSG_GL3_AVAILABLE */ >> > /* #undef OSG_GLES1_AVAILABLE */ >> > /* #undef OSG_GLES2_AVAILABLE */ >> > /* #undef OSG_GL_LIBRARY_STATIC */ >> > #define OSG_GL_DISPLAYLISTS_AVAILABLE >> > #define OSG_GL_MATRICES_AVAILABLE >> > #define OSG_GL_VERTEX_FUNCS_AVAILABLE >> > #define OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE >> > #define OSG_GL_FIXED_FUNCTION_AVAILABLE >> > #endif >> > I mention it as originally I dived straight into trying it without any >> fixed >> > functionality essentially emulating gles2, but had this same issue. I've >> > then gone for the more standard build above, but the result is the same >> > (although now I see objects that aren't skinned) If I can get this >> working >> > again on desktop then I don't think getting it working on gles2 will be >> too >> > much hassle (unless I hit some shader variable length limit). >> > Also standard osgAnimationViewer works fine >> > _______________________________________________ >> > osg-users mailing list >> > [email protected] >> > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > >> > >> > >
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