[osg-users] visual c++ 2008 EX. forms

2010-06-26 Thread Dejean Echeverrya
Hi!!! 

greetings to all!

is possible, integrating OSG, a windows form application?

I'm using VSC + + 2008 EXPRESS
and thus find it easier to use,
why not have experience with QT4.

Thanks for your help!


ShadowLord :)

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Re: [osg-users] cross axes

2010-06-26 Thread Trajce (Nick) Nikolov
if you are doing it thru ortho camera, then you have to change the camera
settings to fit your new window size on resize

-Nick


On Fri, Jun 25, 2010 at 11:50 AM, Gianni Ambrosio ga...@vi-grade.comwrote:

 Another question.

 Now the axes works fine in the left bottom corner but if I resize the
 viewer window (I use QT embedding the viewer inside) the cross axes object
 is deformed accordingly. How can I prevent that? I mean, I agree to resize
 the axes but in a homogeneous way for every axis.

 Regards
 Gianni

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Re: [osg-users] Fwd: [osg-submissions] Missing file ShaderComposer.cpp

2010-06-26 Thread Robert Osfield
Hi Mourad, Adrian, et. al,

Sorry about the missing ShaderComposer.cpp, I checked in the rest of
the new files but obviously missed doing a svn add
src/osg/ShaderComposer.cpp when doing my check-in.  I've now fixed
this a ShaderComposer.cpp is now checked into svn/trunk.

Cheers,
Robert.
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Re: [osg-users] Shader composition, OpenGL modes and custom modes

2010-06-26 Thread Robert Osfield
Hi Mathias,

2010/6/25 Mathias Fröhlich m.froehl...@science-computing.de:
 With that proposal - espcially the StateAttribute::compose call working
 directly on the osg::State - I conclude that we need to relink during draw:
 * we will probably loose state sorting for the shader combinations
 * shaders need to be at least relinked on every state change which will have
 some runtime (drawtime) overhead.

The plan I have wouldn't affect state sorting, and lazy state updating
of the composed shader programs would be utilized, and caching of the
composed shader programs would be used once it has been composed.
Only when you change modes will you need to go look for a new composed
shader program, and only when you can't find an already cached one for
the current set of enabled modes will you have to compose an new
shader program.   At least this is what I have in, and believe it'll
be essential.

The OSG's existing state sorting and lazy state management for modes
and attributes will all work as is, we shouldn't need to modify it at
all, so this will all happen automatically during cull as it builds up
the rendering graphs and state graphs in the rendering backend.   The
only thing that will change will be what happen different will be
internally in osg::State during the draw traversal, the rest of the
draw will actually be identical.

I'm expecting all the hardwork over the next few weeks to happen in
osg::State, in the new shader composer classes and eventually in the
various subclasses of osg::StateAttribute to provide the shader
versions of the fixed function pipeline.  The rest of the OSG is
likely to remain pretty well untouched, and hopefully this will apply
to end user applications as well - unless they want to leverage the
new features that is :-)

Robert.
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Re: [osg-users] Shader composition, OpenGL modes and custom modes

2010-06-26 Thread Robert Osfield
Hi Johannes,

I don't believe VirtualProgram is sufficiently sophisticated for our
purposes, I agree about linking existing osg::Shader rather than
composing these on the fly like in Roland's implementation.

However we still have to inject code into the main for each of the
vertex, geometry and fragment programs, the alternative would to have
massing main functions that contain all the possible variations and
then using uniforms to switch between the different parts.  I don't
believe the later approach is at all suitable for performance or for
practicality.  Right now I think keeping the bulk of the code in
osg::Shader functions, and then composing the mains on demand and
caching these main osg::Shader will be both the most flexible and the
best performing solution.

One could look at it as a bit of tacking the best bits from Roland
approach and the best bits of VirtualProgram, and then mixing in a
means of extending the existing fixed function StateAttribute in a way
that provides a pretty seamless support for shader composition.   At
least that's my hope...

Robert.

On Fri, Jun 25, 2010 at 1:14 PM, Johannes Maier ver...@gmx.de wrote:
 Hi,
 as I mentioned somewhere else, we are also thinking about a shader 
 composition concept.
 After some consideration we came to the conclusion, that shader linking is 
 probably the most time-effective approach.
 So we would go with Wojtek and use his VirtualProgram - extending and 
 implementing it.
 In combination with a clean shader implementation of the FFP you can 
 activate/deactivate FFP-functionality by linking an empty dummy-function or a 
 fully implemented function.
 These FFP-functionalities could also be used in own shadercode - just use the 
 (ie osg_fog-)function in your own code.
 OSG will link it, when fog is activated and unlink (read: link empty 
 function), when fog is deactivated.
 The linking itself should be much faster than generating some shadercode on 
 runtime (even with caching).
 Using empty functions as not-active-dummys may sound like overhead, but 
 calling a (empty) function didn't cost any measurable time when we tested it.
 Linking/Unlinking and updating needed uniforms could be implemented in 
 osg::State ie through the mentioned shadercompositor-interface.
 ...

 Cheers,
 Johannes

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Re: [osg-users] Shader composition, OpenGL modes and custom modes

2010-06-26 Thread Robert Osfield
Hi Tim,

On Fri, Jun 25, 2010 at 8:37 AM, Tim Moore timoor...@gmail.com wrote:
 Is it fair to say that the major interest in shader generation is in porting
 existing OSG apps to OpenGL ES 2.0, which doesn't have any fixed pipeline?

I wouldn't agree with this statement.  It's not about GLES 2.0 and
it's not about shader generation relating to just fixed function
pipeline.

First up, the phrase shader generation is possible not too helpful
though in the way that Wojtek phrased it - i.e. relating to just fixed
function mapping.  I believe it's better to think of doing shader
composition as mainly linking shaders with a tiny amount of generation
of shader mains, something that applies applies as much to the fixed
function pipeline mapping as it does shader composition which is
entirely user created.

It's also not just about GLES 2.0, as OpenGL 3.x and OpenGL 4.x are
also like OpenGL ES 2.0, once we drop the fixed function support than
OpenGL provides we have to provide out own equivalent support or
require application developers to roll their own shaders for
everything, even just viewing something a simple as cow.osg.

It's also worth mentioning that all our plugins target the fixed
function StateAttributes, right now under GL3./GL4/GLES2 you have to
do you own mapping from these StateAttribute to your own custom
shaders.

I think right now you go it alone with all shader scene graphs, and
build all your own scene graphs accordingly and ignore all the
NodeKits and Plugins that the OSG provides, but it really won't be
productive for most applications.  Until we have a credible way for
mapping fixed function StateAttribute and associated modes to shaders
most application developers will have to stick with GL2.

I also believe that once we get going with shader composition we'll be
mixing and matching lots of different StateAttribute, some provided by
the core OSG, some custom one from applications or 3rd party
libraries, and sometime just overriding the standard shaders providing
by the built ins.  If we continue to think about fixed function
pipeline vs shader pipeline as two separate things, and that then I
think we've lost something really important in understanding of the
problem domain, both right now and going forward.

Robert.
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[osg-users] First pass on 3D virtualization using osg

2010-06-26 Thread Domingo López Oller
Hi, I'm from Spain and I would like to know how to use osg to create virtual 
maps from tga files.

I have seen all the examples but I don't know how to use de terrain library to 
this project. I need help to begin de project.

Thanks!

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Re: [osg-users] Shader composition, OpenGL modes and custom modes

2010-06-26 Thread Tim Moore
On Sat, Jun 26, 2010 at 12:30 PM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi Tim,

 On Fri, Jun 25, 2010 at 8:37 AM, Tim Moore timoor...@gmail.com wrote:
  Is it fair to say that the major interest in shader generation is in
 porting
  existing OSG apps to OpenGL ES 2.0, which doesn't have any fixed
 pipeline?

 I wouldn't agree with this statement.  It's not about GLES 2.0 and
 it's not about shader generation relating to just fixed function
 pipeline.

 First up, the phrase shader generation is possible not too helpful
 though in the way that Wojtek phrased it - i.e. relating to just fixed
 function mapping.  I believe it's better to think of doing shader
 composition as mainly linking shaders with a tiny amount of generation
 of shader mains, something that applies applies as much to the fixed
 function pipeline mapping as it does shader composition which is
 entirely user created.

OK, so the shader generation or fixed function emulation provides more
shaders that might be linked or combined by shader composition, and the
shader candidate functions are controlled by existing OSG state
attributes?


 It's also not just about GLES 2.0, as OpenGL 3.x and OpenGL 4.x are
 also like OpenGL ES 2.0, once we drop the fixed function support than
 OpenGL provides we have to provide out own equivalent support or
 require application developers to roll their own shaders for
 everything, even just viewing something a simple as cow.osg.



 It's also worth mentioning that all our plugins target the fixed
 function StateAttributes, right now under GL3./GL4/GLES2 you have to
 do you own mapping from these StateAttribute to your own custom
 shaders.

 Right; I'm not personally doing core OpenGL 3.3 or 4.0 programming, but my
impression was that the compatibility profile was going to be with us for a
long, long time. Are a significant number of OSG users working with the core
profiles?


 I think right now you go it alone with all shader scene graphs, and
 build all your own scene graphs accordingly and ignore all the
 NodeKits and Plugins that the OSG provides, but it really won't be
 productive for most applications.  Until we have a credible way for
 mapping fixed function StateAttribute and associated modes to shaders
 most application developers will have to stick with GL2.

 Many users are effectively stuck at GL1.1 + hundreds of extensions,
including ones that implement the capabilities of OpenGL 3.3 and 4.0.

 I also believe that once we get going with shader composition we'll be
 mixing and matching lots of different StateAttribute, some provided by
 the core OSG, some custom one from applications or 3rd party
 libraries, and sometime just overriding the standard shaders providing
 by the built ins.  If we continue to think about fixed function
 pipeline vs shader pipeline as two separate things, and that then I
 think we've lost something really important in understanding of the
 problem domain, both right now and going forward.

I can't argue with that, just wondering if the fixed function emulation via
shaders is vital problem to solve at the moment.

Tim
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