Re: [osg-users] osgText::Text darker when rendered on frame buffer

2014-07-21 Thread Bram Vaessen
It's fixed! 


Code:
osg::ref_ptr blendFunc = new 
osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::DST_ALPHA, 
osg::BlendFunc::ZERO, osg::BlendFunc::ONE);
label->getOrCreateStateSet()->setAttributeAndModes(blendFunc);



I didn't know you could/should specify the alpha blending separately.

Now it doesn't overwrite the alpha anymore. It also means I HAVE to draw a 
background for the label first, or else it will not be visible... but that's a 
minor inconvenience, I don't think my idea "only write alpha when it's higher 
than destination alpha" is actually possible in openGL. Somehow I assume that 
it worked that way because it seems intuitive in the situation I am working 
with..

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60388#60388





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] FBO question

2014-07-21 Thread Robert Osfield
On 21 July 2014 19:11, Trajce Nikolov NICK 
wrote:

> if I set my camera to RTT into FBO, will the Camera Read/Write buffers
> points to this FBO?
>

Yes.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Why my submission with a bug fix is ignored?

2014-07-21 Thread Mikhail Matrosov
Got it. Thank you for the quick answer.

Cheers,
Mikhail

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60387#60387





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] FBO question

2014-07-21 Thread Trajce Nikolov NICK
Hi Community,

if I set my camera to RTT into FBO, will the Camera Read/Write buffers
points to this FBO?

Thanks a bunch!

Nick

-- 
trajce nikolov nick
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Using plugins inside plugins

2014-07-21 Thread Robert Gosztyla
Hi,

Will answer by myself. This wasn't problem with plugins, just forget to set 
checking z-buffer for loaded node in my plugin, so quite obvious error :/. So, 
probably this thread could be deleted (if possible) as not very interesting 
problem.

Thank you!

Cheers,
Robert

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60384#60384





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPlugins] Using plugins inside plugins

2014-07-21 Thread Robert Gosztyla
Hi

I have written custom plugin to save/load my scene  with custom user data. My 
solution stores scene tree, but geodes are stored as paths to separate model 
files (not geometry data). When scene is loaded, geodes are created using such 
piece of code:


Code:
osgDB::ReaderWriter* plyReader = 
osgDB::Registry::instance()->getReaderWriterForExtension("ply");
osgDB::ReaderWriter::ReadResult result;
osg::Node* node;

if(NULL != plyReader)
result = plyReader->readNode(name.toUtf8().constData());

node = result.takeNode();





Models are loaded, but what is strange, seems that normals are inverted. When i 
use the same way to load particular model directly onto scene, models looks 
fine. Particular format i'm using is "*.ply" supported by osg plugin. Any idea 
for such behaviour? Is it safe in general to use plugins in plugin in osg?

Thank you!

Cheers,
Robert

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60380#60380





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgText::Text darker when rendered on frame buffer

2014-07-21 Thread Robert Osfield
Hi Bram,

>From the sound of it you have a blending issue that is either down to
blending being done or the order that things are being written to the
colour and depth buffers. As such I wouldn't expect using CompositeView
with multiple View to help.  It'll be down to the find details of how you
set up blending and rendering order.

Robert.


On 21 July 2014 16:29, Bram Vaessen  wrote:

> I'm pretty sure I found the problem, but not sure how to fix it (probably
> easy for someone with more openGL knowledge ;)
>
> What I do:
>
> On the canvas I first draw a full solid background. Now all the alpha
> values are 1.
>
> Then I draw the text on top of that background. Now the problem is: it
> seems to replace the alpha values of the buffer with values lower than 1.
>
> Because if I render the canvas (quad) to the screen using:
>
>
> Code:
> gl_FragColor = vec4(color.a, 0,0,1);
>
>
>
>
> I can clearly see the text as darker than full red on screen.
>
> So then it makes sense that if I draw this quad to the screen, the lower
> alpha values make the text seem less bright...
>
> But why does it do this, the canvas is already filled with full solid
> color and alpha values of one (the rest of the canvas is indeed full red).
> Why does the text overwrite the alpha values in the buffer with lower
> values?
>
> Is this expected behavior or...?
>
> and also: how can I make sure this doesn't happen?
>
> thanks!
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=60376#60376
>
>
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Why my submission with a bug fix is ignored?

2014-07-21 Thread Robert Osfield
Hi Mikhail,

Patience please, your submission is being ignored, it's just sitting
waiting for me to get to it.

FYI, I had a weeks holiday after the 3.2.1 release, had client work to
complete last week and have now just got back to looking at submissions.
 The unpaid work has to be juggled with paid work in this way to make sure
bills get paid.

Robert.


On 21 July 2014 14:56, Mikhail Matrosov  wrote:

> Hi,
>
> I have posted a submission with a bug fix me and several other users have
> experienced: http://forum.openscenegraph.org/viewtopic.php?t=14029
>
> But there is no response during two weeks for now. Why? Am I doing
> something wrong?
>
> Best regards, Mikhail
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=60372#60372
>
>
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgText::Text darker when rendered on frame buffer

2014-07-21 Thread Bram Vaessen
I'm pretty sure I found the problem, but not sure how to fix it (probably easy 
for someone with more openGL knowledge ;)

What I do:

On the canvas I first draw a full solid background. Now all the alpha values 
are 1.

Then I draw the text on top of that background. Now the problem is: it seems to 
replace the alpha values of the buffer with values lower than 1.

Because if I render the canvas (quad) to the screen using:


Code:
gl_FragColor = vec4(color.a, 0,0,1);




I can clearly see the text as darker than full red on screen. 

So then it makes sense that if I draw this quad to the screen, the lower alpha 
values make the text seem less bright...

But why does it do this, the canvas is already filled with full solid color and 
alpha values of one (the rest of the canvas is indeed full red). Why does the 
text overwrite the alpha values in the buffer with lower values?

Is this expected behavior or...?

and also: how can I make sure this doesn't happen? 

thanks!

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60376#60376





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgText::Text darker when rendered on frame buffer

2014-07-21 Thread Bram Vaessen
I'll try the multiple viewer to see if that makes a difference.

When I render a texture to the framebuffer, it seems exactly the same as when I 
render it to the screen, so it seems there is problem of rendering the quad to 
the screen, or else everything would be different. Could it be that the type of 
buffer is different between the viewer and the framebuffer object? 
What is the default 'buffer' type when you use the normal viewer? Maybe I 
should make sure that is exactly the same as the buffer that is used by the 
viewer?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60375#60375





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Why my submission with a bug fix is ignored?

2014-07-21 Thread Sebastian Messerschmidt

Hi Mikhail,

You're not doing anything wrong. I guess Robert has some higher priority 
tasks to attend too.
Usually he sort of batch-processes the pending submission before 
creating a new version.

So be patient;-)

cheers
Sebastian

Hi,

I have posted a submission with a bug fix me and several other users have 
experienced: http://forum.openscenegraph.org/viewtopic.php?t=14029

But there is no response during two weeks for now. Why? Am I doing something 
wrong?

Best regards, Mikhail

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60372#60372





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Why my submission with a bug fix is ignored?

2014-07-21 Thread Mikhail Matrosov
Hi,

I have posted a submission with a bug fix me and several other users have 
experienced: http://forum.openscenegraph.org/viewtopic.php?t=14029

But there is no response during two weeks for now. Why? Am I doing something 
wrong?

Best regards, Mikhail

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60372#60372





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Disabling cameramanipulator in CompositeViewer

2014-07-21 Thread Sonya Blade



Hi All,
In order to provide the guidance for the others and since I discovered it 
recently I 'd like to point out that there is example for creating 2D ad-hoc 
manipulator in OSG cookbook which provide  paning zooming (scaling) in Chapter 
4 Designing a 2D camera manipulator.
Regards,Date: Sat, 19 Jul 2014 11:57:50 +0100
From: robert.osfi...@gmail.com
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Disabling cameramanipulator in CompositeViewer

On 19 July 2014 11:46, Sonya Blade  wrote:




Ok Thank you Robert, >The viewer.run() method is a convenience method that is 
only applicable for straight forward usage
I should have catched that one my bad sorry, I would like to know also whether 
from that point onward,
can I achieve the effect of ortho pan/zooming with view matrix on my own ? I'd 
like to emphasize also that it's a bit intimidating for me to ask that question 
to you after I've seen all of your responses on net about that topic,
Please bear with us.
For zooming with an ortho view you will need to modify the projection matrix.  
I find it best to see the projection matrix as the lens of the Camera.

For panning of an ortho view you can also modify the projection matrix as you 
have done, however, conceptually it starts of mix the concept of view (position 
of world relative to the camera) and projection matrix (the lens of the 
camera.)  I would generally recommend keeping concepts coherent with 
implementation to avoid tangling oneself in knots about what one is trying to 
achieve, so I'd implement zooming as changing the lens via the projection 
matrix, and panning via setting the view matrix.
 One little question, you know there is scribe that can be applied to the 
selected in composite viewer example
objects which does an overlay of edge lines + smooth shading on model. When I 
select a cow there is slight flickering in the scene, not on total view but on 
the model only is this normal if there are ways to avoid I'd like to know.

This is a different topic best addressed in a different thread, so I'll let you 
kick off another thread for this.  Keeping separate threads for separate topics 
makes it much easier for others to follow and contribute and for other 
developers that follow along afterwards to find answers to their problems.

Robert. 
 

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  ___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Ambiguous defines in Atomic.cpp when compiling with MinGW and GCC

2014-07-21 Thread Robert Osfield
Hi Björn,


On 20 July 2014 18:43, Björn Blissing  wrote:

> I tried both options and they both seem to work. Although I guess some
> deeper benchmarking would be in order. Are there any of the examples and/or
> datasets that would be good candidates for benchmarking the different
> versions?


There aren't any tests that specific test the speed to atomic operations,
so you'd need to create one.   The ref_ptr<> coupled with osg::Referenced
would probably be a good place to start as this will be the most common
area where atomic are relied upon in the OSG.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgText::Text darker when rendered on frame buffer

2014-07-21 Thread Robert Osfield
Hi Bram,

Even with the extra info it's still hard to guess what might be amiss.

As general notes, if the GUI elements are screen aligned rather than being
part of the 3D scene then I'd be inclined to use CompositeViewer and
multiple View, one for the 3D view and one for the GUI overlay.

As for the cause of the changing in brightness, since you have tried out
the global state side we'd have to assume that this isn't affecting things.
 My best guess now would be that the quad you are rendered the FBO texture
with could be introducing the change in colour.  Lighting, base colour or
texture blending might be to blame.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org