Re: [osg-users] geometry indexes?

2012-01-17 Thread Robert Osfield
HI Akilan,

On 17 January 2012 05:04, Akilan Thangamani akilan.thangam...@gmail.com wrote:
 Is there any easy way to find vertices's index for the shapes like Cone, Cube 
 etc., in osg::shape?
 Otherwise, should it be done thru graph note book only?

The osg::Shape subclasses don't have any vertices they are just
primitive shapes.  In rendering and intersection testing vertices are
created on the fly and never stored.

Robert.
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[osg-users] osgViewer::RecordAnimationPath without file

2012-01-17 Thread Philipp Moeller
Hello list,

osgViewer::RecordAnimationPath will always store the AnimationPath to a
file. This looks very limited to me. For my use-case extracting a
osg::AnimationPath would be enough and it seems possible to extend the
current interface with this functionality. Otherwise it would be nice,
if osg::RecordAnimationPath could be used with a stringstream to allow
me to store the produced string.

Am I overlooking some functionality here? Otherwise I could contribute
the modifications.

Cheers,
Philipp
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Re: [osg-users] osgViewer::RecordAnimationPath without file

2012-01-17 Thread Robert Osfield
Hi Phillipp,

RecordAnimationPath is just a simple utility class.  It's quite easy
to roll your own so this may well be the most convenient way for your
to do it.  Alternatively you could just modify the existing class to
just populate an AnimationPath and now write out to disk.

Robert.

On 17 January 2012 13:19, Philipp Moeller
philipp.moel...@geometryfactory.com wrote:
 Hello list,

 osgViewer::RecordAnimationPath will always store the AnimationPath to a
 file. This looks very limited to me. For my use-case extracting a
 osg::AnimationPath would be enough and it seems possible to extend the
 current interface with this functionality. Otherwise it would be nice,
 if osg::RecordAnimationPath could be used with a stringstream to allow
 me to store the produced string.

 Am I overlooking some functionality here? Otherwise I could contribute
 the modifications.

 Cheers,
 Philipp
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Re: [osg-users] Dynamic surface coloring

2012-01-17 Thread Kevin Williams
image-dirty() does it. Thanks JP.

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[osg-users] Is a render to texture master camera critical?

2012-01-17 Thread Martin Großer
Hello all,

A few weeks ago, I want to render my scene into a texture, which I want to use 
in the final rendering on a screen aligned quad. My first problem was I lost 
the shadows, because view dependent shadow techniques don't work with nested 
cameras. So I used a RTT slave camera. Now my Callbacks don't work, because 
they don't work with slave cameras (no update visistors for slave scene 
graphs). So now my rtt camera is the master camera and my ortho camera for the 
quad is a nested camera (see the render_to_texture_scene_graph.png). It looks 
fine, but I am not sure whether it is a good idea.

There are any special explanatory notes for me? Is it a good or bad scene graph 
pattern for my use case?

Cheers

Martin
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Re: [osg-users] Is a render to texture master camera critical?

2012-01-17 Thread Jean-Sébastien Guay

Hello Martin,


So now my rtt camera is the master camera and my ortho camera for the quad is a 
nested camera (see the render_to_texture_scene_graph.png). It looks fine, but I 
am not sure whether it is a good idea.


That's always how I've done it too. I think it's fine.

For me, the motivation was that I wanted my app to work whether I was 
doing normal rendering or RTT of the main pass + post effects on a 
full-screen quad afterwards, so the common factor between the two needed 
to be that the master camera did the main scene rendering. Then I can 
switch between the two cases by simply changing the 
renderTargetImplementation of the main camera, attaching the output 
texture to the main camera's color buffer, and finally setting the node 
mask of the child ortho camera (that has the full-screen quad) to 
non-zero value.


Hope this helps,

J-S
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[osg-users] Help:what is openGl shader version 140?

2012-01-17 Thread wang shuiying

Hello,

my shader compile stage throws out such warnings:

0(8) : warning C7532: global type sampler2DRect requires #version 140 
or later

0(8) : warning C: ... or #extension GL_ARB_texture_rectangle : enable

and Then I add

#version 140
#extension GL_ARB_texture_rectangle : enable

at the very head of the shader file, but the warnings remain.

So how can I check whether my programm is able to use

#version 140
#extension GL_ARB_texture_rectangle : enable
?

Thank you very much in advance.
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[osg-users] Help: wrong ouput from frag shader.

2012-01-17 Thread wang shuiying

Hello,

when I write  gl_FragColor = vec4(0.174977,0,0,1) in Frag shader,
 then I get through a related image: float Vec4: (0.176471,0,0,1)

so why   0.174977 changed into 0.176471?

I think there should be no process there after per fragment operations 
that can change this element in the rendering pipeline. Blend, alphatest 
and so on are all disenabled.


Thank you in advance!

Shuiying
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Re: [osg-users] Is a render to texture master camera critical?

2012-01-17 Thread Martin Großer

Hello Jean-Sébastien,

yes, it helps. :-)

thank you very much for your feedback.

Cheers

Martin

Am 17.01.2012 18:21, schrieb Jean-Sébastien Guay:

Hello Martin,

So now my rtt camera is the master camera and my ortho camera for the 
quad is a nested camera (see the render_to_texture_scene_graph.png). 
It looks fine, but I am not sure whether it is a good idea.


That's always how I've done it too. I think it's fine.

For me, the motivation was that I wanted my app to work whether I was 
doing normal rendering or RTT of the main pass + post effects on a 
full-screen quad afterwards, so the common factor between the two 
needed to be that the master camera did the main scene rendering. Then 
I can switch between the two cases by simply changing the 
renderTargetImplementation of the main camera, attaching the output 
texture to the main camera's color buffer, and finally setting the 
node mask of the child ortho camera (that has the full-screen quad) to 
non-zero value.


Hope this helps,

J-S


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Re: [osg-users] Bringing OSG to Google's Native Client NaCl

2012-01-17 Thread Michael Guerrero
Here's a breadcrumb trail for anyone wishing to go the NaCl route.  It's a zip 
containing a detailed list of changes needed for osg 3.0.1, a custom 
GraphicsWindow derivative (GraphicsWindowNaCl), and a sample application that 
will render a triangle as shown above.  If something is not clear or seems 
incomplete, don't hesitate to ask!

Thanks,
Michael

The Goods (http://www.mediafire.com/file/ylt55w7nfos820h/OSG_NaCl.zip)

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Re: [osg-users] Place axes at corner

2012-01-17 Thread Clement.Chu
Thanks Robert.

  The example is not quite suitable on my case because my application is 
running on MFC window, but I still got some idea from the example to locate the 
axes on corner.  I created a camera for axes geometry and then added as slave 
to view, but the axes cannot be rotated.  Do you know the reason?  I want the 
axes can be rotated when the volume data is rotated, but I would like to keep 
its size.  I mean the size of the axes is not changed when using mouse to zoom 
the volume data.  Is it possible?  And any hence to do it .  Many thanks.


Regards,
Clement

From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
[robert.osfi...@gmail.com]
Sent: Monday, 16 January 2012 8:18 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Place axes at corner

Hi Clement,

On 16 January 2012 06:14,  clement@csiro.au wrote:
   I have created axes to display on viewer, but I have no idea to place it at 
 the bottom corner of the view.  Anyone know how to location the corner of the 
 view?  Many thanks.

Have a look at the osghud example.

Robert.
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Re: [osg-users] Help: wrong ouput from frag shader.

2012-01-17 Thread J.P. Delport

Hi,

what format is the texture you are rendering to? If it is UNSIGNED CHAR 
then your data would be discretised.


e.g. 45/255 = 0.176471

jp

On 17/01/2012 21:11, wang shuiying wrote:

Hello,

when I write gl_FragColor = vec4(0.174977,0,0,1) in Frag shader,
then I get through a related image: float Vec4: (0.176471,0,0,1)

so why 0.174977 changed into 0.176471?

I think there should be no process there after per fragment operations
that can change this element in the rendering pipeline. Blend, alphatest
and so on are all disenabled.

Thank you in advance!

Shuiying
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Re: [osg-users] Help: wrong ouput from frag shader.

2012-01-17 Thread Sebastian Messerschmidt

I suppose you are using a normal framebuffer.
I this case it is pretty normal, that your original value that is in the 
image (you unfortunately didn't tell use if the value comes from a texture)
doesn't exactly match the value in the framebuffer. Usually the 
framebuffer has 8bit per color channel, which makes the value of 
0.174977 not representable.
If you need the exact value to be in the framebuffer you'll have to 
render it to a floating point buffer via RTT.
Also you didn't tell us how you got the result value. There is also the 
possibility that you read an  interpolated/filtered value.


If you provide a bit more context someone might be able to help you with 
your problem

Hello,

when I write  gl_FragColor = vec4(0.174977,0,0,1) in Frag shader,
 then I get through a related image: float Vec4: (0.176471,0,0,1)

so why   0.174977 changed into 0.176471?

I think there should be no process there after per fragment operations 
that can change this element in the rendering pipeline. Blend, 
alphatest and so on are all disenabled.


Thank you in advance!

Shuiying
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Re: [osg-users] Help:what is openGl shader version 140?

2012-01-17 Thread J.P. Delport

Hi,

try without the version and just
#extension GL_ARB_texture_rectangle : enable

jp

On 17/01/2012 20:15, wang shuiying wrote:

Hello,

my shader compile stage throws out such warnings:

0(8) : warning C7532: global type sampler2DRect requires #version 140
or later
0(8) : warning C: ... or #extension GL_ARB_texture_rectangle : enable

and Then I add

#version 140
#extension GL_ARB_texture_rectangle : enable

at the very head of the shader file, but the warnings remain.

So how can I check whether my programm is able to use

#version 140
#extension GL_ARB_texture_rectangle : enable
?

Thank you very much in advance.
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Re: [osg-users] Help:what is openGl shader version 140?

2012-01-17 Thread Sebastian Messerschmidt

Hello shuiying,

either your card doesn't support glsl version 1.40 or you might have 
some other error in the shader.
GLSL comes in different versions that are (AFAIK) defined by the GPU 
Architecture/Driver and Base OpenGL version.
I had such warning sometimes if there was another problem in the shader, 
so maybe post the entire shader here or on opengl.org.


cheers
Sebastian


Hello,

my shader compile stage throws out such warnings:

0(8) : warning C7532: global type sampler2DRect requires #version 
140 or later

0(8) : warning C: ... or #extension GL_ARB_texture_rectangle : enable

and Then I add

#version 140
#extension GL_ARB_texture_rectangle : enable

at the very head of the shader file, but the warnings remain.

So how can I check whether my programm is able to use

#version 140
#extension GL_ARB_texture_rectangle : enable
?

Thank you very much in advance.
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