Re: [osg-users] How to pass materail color of 3ds through shader using OpenGL ES 2.0

2010-09-11 Thread Rakesh Parmar
it got resolved .

Code is perfect just we need to initialize  uniform properly

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Re: [osg-users] How to build OSG 2.9.8 for Emulator on linux

2010-09-11 Thread Robert Osfield
Hi Rakash,

Right now, for OpenGL ES 2.0, you have no alternative but to write
shaders and uniforms to do all the vertex and framgemet shader
operations, the traditional fixed function pipeline is a non op.
There is a utility osgUtil::ShaderGen but this was designed for GL2.0
shaders that can help generate some shaders to replace the fixed
function state, but it's not written explictly for GLES 2.0 and uses
built-ins that don't exist under GLES.  Please also remember that all
gl_ built-ins don't exist under GLES, the OSG try to rewrite the gl_
uniforms to use osg_ versions such as osg_ModelViewProjectionMatrix,
but it's not a complete mapping.  What you should assume is no builts
at all.

In the future my plan is to have a Shader Composer system for the OSG
that will provide an automatic mapping from fixed function state in
the form of uniforms and shaders.  I've written about 1/3rd of the
infrastructure for this funcitonality, but right now it's not
operational.

Robert.

On Fri, Sep 10, 2010 at 12:29 PM, Rakesh Parmar
rakes...@kpitcummins.com wrote:
 Hi List,
 Thanks for all the support.Now I am able to  build  Osg with opengl ES 2.0 
 without Qt and can run the sample programs.
 I am able to load the .3ds file but I am unable to render the correct 
 material on the screen.

 Following is the source code I m using:


 Code:

 #include osgViewer/Viewer
 #include osgDB/ReadFile
 #include osg/MatrixTransform
 #include iostream
 #include osg/ShapeDrawable
 #include osg/Geode
 #include osgDB/ReadFile
 #includestdio.h
 //#includeosg/vec3
 #includeUniform
 using namespace osg;

 osg::Uniform* _ClrUniform;

 static const char* vertSource = {

 // colors a fragment based on its position\n
 uniform vec3 color;                                       \n
 varying mediump vec4 Finalcolor;\n
 void main(void) {\n
 Finalcolor = color;\n
 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n
 }\n
 };

 static const char* fragSource = {
 //SHADER_COMPAT
 varying mediump vec4 Finalcolor;\n
 void main(void) {\n
 gl_FragColor = Finalcolor;\n
 }\n
 };

 int main( int, char ** )
 {
 osgViewer::Viewer viewer;

 osg::setNotifyLevel(osg::INFO);

 ref_ptrGroup m_root = new Group;

 osg::Geode* geode = (osg::Geode* )osgDB::readNodeFile( info_icon.3ds );

 osg::Program* program = new osg::Program;
 program-setName(shader);
 program-addShader(new osg::Shader(osg::Shader::VERTEX, vertSource));
 program-addShader(new osg::Shader(osg::Shader::FRAGMENT, fragSource));

 geode-getOrCreateStateSet()-setAttributeAndModes(program, 
 osg::StateAttribute::ON);

 _ClrUniform = new osg::Uniform(color,osg::Vec3(1.0,0.0,0.0));//Initializing 
 the uniform

 osg::StateSet *stateSet = geode-getOrCreateStateSet();
 stateSet-addUniform(_ClrUniform);
 stateSet-setMode(GL_BLEND, osg::StateAttribute::ON);

 m_root-addChild(geode);

 viewer.setUpViewInWindow( 32, 32, 1024, 600 );
 viewer.setSceneData(m_root.get());
 return viewer.run();
 }


 I have looked at material.cpp and tried to set the Uniform for material.But 
 somehow its not updating in the application.It is taking black color by 
 default.

 I think  that, they have not handled the material property for ES 2.0 in 
 material.cpp
 I have tried modifying the code in material.cpp  in void 
 Material::apply(State) const function.
 The modified code is as follows:



 osg::Uniform*  _myClrUniform;
  _myClrUniform-set( osg::Vec3(_diffuseFront.x(), _diffuseFront.y(), 
 _diffuseFront.z()) );

 [/code]

 How can I set the material property of every object through application for 
 .3DS file?
 Any help will be appreciated.

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Re: [osg-users] Question about GLSL shaders

2010-09-11 Thread Robert Osfield
Hi Werner,

On Fri, Sep 10, 2010 at 1:39 PM, Werner Modenbach
werner.modenb...@texion.eu wrote:
 Does anybody know if it is possible inside a shader program to querry if a
 uniform sampler2D was set by uniform attribute or if it contains legal data?

The OSG should report a warning when shaders fail to link and don't
have the required uniforms.

There isn't any way for the OSG or OpenGL to know what legal data is
for you shaders, this is all down to you - if you put garbage in
you'll get garbage out.

Robert.
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Re: [osg-users] Digital Learning Foundation?

2010-09-11 Thread Robert Osfield
Hi JS,

On Fri, Sep 10, 2010 at 2:14 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm- Searching for osgVolume info yesterday, I
found this site:

 http://dlfresources.pbworks.com/donations%20Open%20Source

 Seems they ask for donations for supporting osgVolume, Present3D and other
 OSG related things. I was wondering, did they actually do any work on these
 projects? Or are they sending their donation money to you, Robert?

The DLF secured funding for the development of osgVolume, this work I
was commissioned to undertake.  The DLF continue to seek a further
round of funding for further development of osgVolume and Present3D,
if we can achieve this then I'll be again commissioned to put the
requirements into code ;-)

Robert.
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Re: [osg-users] osgViewer direct support for depth partitioning and stereo

2010-09-11 Thread Robert Osfield
Hi Paul,

On Fri, Sep 10, 2010 at 4:22 PM, Paul Martz pma...@skew-matrix.com wrote:
 With respect to depth partitioning, I've successfully implemented this with
 a custom RenderStage. The CullVisitor does a single cull on the entire view
 volume, but the custom RenderStage does multiple draw passes, varying the
 projection matrix appropriately for each pass. This is not yet open source,
 but I wanted to mention it so that you know it's possible.

Doesn't this result in some objects getting sent to OpenGL twice even
though they will get clipped by the near/far planes?

For performance and ease of high level management I would still
strongly recommend the slave Camera approach. This approach will allow
the view frustum to cull subgraphs efficiently so that only components
that will continue to each partition will be dispatched to OpenGL.

Robert.
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Re: [osg-users] Digital Learning Foundation?

2010-09-11 Thread Jean-Sébastien Guay

Hi Robert,


The DLF secured funding for the development of osgVolume, this work I
was commissioned to undertake.  The DLF continue to seek a further
round of funding for further development of osgVolume and Present3D,
if we can achieve this then I'll be again commissioned to put the
requirements into code ;-)


Ok, thanks for clearing this up. There seems to be a large number of 
startups these days that are set up only to sell products entirely based 
on open source code without giving proper credit or distributing their 
modifications, hoping no one ever picks up on their GPL/LGPL/other 
license violations. Good to see this wasn't such a case.


J-S
--
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] osgViewer direct support for depth partitioning and stereo

2010-09-11 Thread Paul Martz

Robert Osfield wrote:

Hi Paul,

On Fri, Sep 10, 2010 at 4:22 PM, Paul Martz pma...@skew-matrix.com wrote:

With respect to depth partitioning, I've successfully implemented this with
a custom RenderStage. The CullVisitor does a single cull on the entire view
volume, but the custom RenderStage does multiple draw passes, varying the
projection matrix appropriately for each pass. This is not yet open source,
but I wanted to mention it so that you know it's possible.


Doesn't this result in some objects getting sent to OpenGL twice even
though they will get clipped by the near/far planes?


Correct. This solution is therefore well-suited to apps that are cull limited. 
In my experience, this is the majority of OSG apps that I work with.



For performance and ease of high level management I would still
strongly recommend the slave Camera approach. This approach will allow
the view frustum to cull subgraphs efficiently so that only components
that will continue to each partition will be dispatched to OpenGL.

Robert.


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   http://www.skew-matrix.com/
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[osg-users] osgGA modifications for IPhone and other stuff

2010-09-11 Thread Thomas Hogarth
Hi Stephan and everyone else

I've been thinking a little about multi touch support for osgGA for use with
IPhones and other multi touch devices. I've got a few things I'd like others
thoughts on before beginning.

-Firstly do we treat multi touch inputs as completely separate event types,
or do we have an array for each of the mouse event variables and treat them
as if there were multiple mice?

-If we use the first method do we still use touch one as if it is the mouse,
basically generating two events a mouse and touch1 event?

-Do we make the system capable of handling any number of inputs all
encapsulated under the same event type or do we just support the current max
of 4 points and have a different event type for each?

-Do we also add support for the other input devices that are now becoming
common place?
-Accelerometers
-3 Axis gyros

-And on a slightly different note what do people think of adding two new
event types
-RECEIVE_FOCUS
-LOOSE_FOCUS

My hud system is starting to need them and I can't think of a way to find
when the mouse enters/leaves the window without osgGA supporting it.


Cheers
Tom
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