Re: [osg-users] cull traversal
Heh :-) .. That is even simplier .. Thanks Jannik! Nick On Sun, Mar 20, 2016 at 9:43 PM, Jannik Hellerwrote: > > I did it in a simpler way by adding a node at the end of the scenegraph > and set a cullcallback and it works > > Yes, that should work. You could also set a cull callback on the root > node, and in the callback do this: > > traverse(node, nv); // cull scene root > > // end of cull traversal > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=66569#66569 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- 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] cull traversal
> I did it in a simpler way by adding a node at the end of the scenegraph and > set a cullcallback and it works Yes, that should work. You could also set a cull callback on the root node, and in the callback do this: traverse(node, nv); // cull scene root // end of cull traversal -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66569#66569 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] cull traversal
Hi Robert, > If you need a callback for the end of cull traversal then there isn't any specific built in for this, you could subclass from osgViewer::Renderer and implement your own wrapper for the cull traversal to do what you want. I though of this. And it is the proper way I think. I did it in a simpler way by adding a node at the end of the scenegraph and set a cullcallback and it works Thanks anyway :-) Cheers, Nick On Sun, Mar 20, 2016 at 8:44 PM, Robert Osfieldwrote: > HI Nick, > > The osg::Stats object can record different times for various parts of the > frame, a subset of these are displayed by the StatsHandler when you enable > it. > > If you need a callback for the end of cull traversal then there isn't any > specific built in for this, you could subclass from osgViewer::Renderer and > implement your own wrapper for the cull traversal to do what you want. > > Robert. > > On 20 March 2016 at 17:04, Trajce Nikolov NICK < > trajce.nikolov.n...@gmail.com> wrote: > >> Just looked at the code .. So it is >> >> _viewer->renderingTraversals(); >> >> calling >> >> renderer->cull(); >> >> on the Cameras >> >> Is there any way to know when this cull is completed? >> >> On Sun, Mar 20, 2016 at 12:52 PM, Trajce Nikolov NICK < >> trajce.nikolov.n...@gmail.com> wrote: >> >>> Hi community, >>> >>> any clue when the cull traversal is being dispatched in this decomposed >>> viewer frame calls? >>> >>> _viewer->advance(); >>> _viewer->eventTraversal(); >>> _viewer->updateTraversal(); >>> _viewer->renderingTraversals(); >>> >>> Thanks a bunch as always! >>> >>> Nick >>> >>> -- >>> trajce nikolov nick >>> >> >> >> >> -- >> trajce nikolov nick >> >> ___ >> 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 > > -- 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] cull traversal
HI Nick, The osg::Stats object can record different times for various parts of the frame, a subset of these are displayed by the StatsHandler when you enable it. If you need a callback for the end of cull traversal then there isn't any specific built in for this, you could subclass from osgViewer::Renderer and implement your own wrapper for the cull traversal to do what you want. Robert. On 20 March 2016 at 17:04, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Just looked at the code .. So it is > > _viewer->renderingTraversals(); > > calling > > renderer->cull(); > > on the Cameras > > Is there any way to know when this cull is completed? > > On Sun, Mar 20, 2016 at 12:52 PM, Trajce Nikolov NICK < > trajce.nikolov.n...@gmail.com> wrote: > >> Hi community, >> >> any clue when the cull traversal is being dispatched in this decomposed >> viewer frame calls? >> >> _viewer->advance(); >> _viewer->eventTraversal(); >> _viewer->updateTraversal(); >> _viewer->renderingTraversals(); >> >> Thanks a bunch as always! >> >> Nick >> >> -- >> trajce nikolov nick >> > > > > -- > trajce nikolov nick > > ___ > 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] cull traversal
Just looked at the code .. So it is _viewer->renderingTraversals(); calling renderer->cull(); on the Cameras Is there any way to know when this cull is completed? On Sun, Mar 20, 2016 at 12:52 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi community, > > any clue when the cull traversal is being dispatched in this decomposed > viewer frame calls? > > _viewer->advance(); > _viewer->eventTraversal(); > _viewer->updateTraversal(); > _viewer->renderingTraversals(); > > Thanks a bunch as always! > > Nick > > -- > trajce nikolov nick > -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] cull traversal
Hi community, any clue when the cull traversal is being dispatched in this decomposed viewer frame calls? _viewer->advance(); _viewer->eventTraversal(); _viewer->updateTraversal(); _viewer->renderingTraversals(); Thanks a bunch as always! Nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Correct way to set auto scale with osg::AutoTransform
Dear OSG community, I am trying to set auto scale property of osg::AutoTransform variable. I would like to achieve such an effect that whatever the viewing camera position and its distance from a certain geometry, the geometry's size would not change. As an example geometry, I have this pyramid: [image: Inline image 1] I found an example "osgautotransform" http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/trunk/examples/osgautotransform/osgautotransform.cpp that seem to have an element of what I need. I tried to use the same commands, for example: *osg*::AutoTransform* at = *new* osg::AutoTransform; at->addChild(geode); // geode constains my pyramid geometry and color at->setAutoScaleToScreen(true); at->setMinimumScale(1); // some test values at->setMaximumScale(2); // to render the scene: root->addChild(at); // root is osg::Group viewer->setSceneData(root); However, it did not produce any changes in how the scene is rendered when I change the camera view (i.e., the pyramid becomes smaller when camera zooms out and bigger when zooms in). I tried the command that sets up auto rotate mode and it works to fix the rotation. So how come I cannot control the scale? Could anyone point out what am I doing wrong or what is missing here? Thank you! Regards, Victoria ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] shadow mapping for point lights with shadow cube maps?
Hi, I wonder if anyone here would be able to share some OSG based sample code demonstrating shadow cube maps for point light sources. While the osgShadow::ShadowMap class will currently detect point lights and use a perspective frustum for rendering the shadow map, I believe this does not currently cast shadows in all directions Rendering into all 6 faces of a cube map seems quite costly, so I wonder if there are more efficient ways to do shadow casting in all directions, say... rendering into two halves of a spherical map for example. Or going completely crazy... a tetrahedral shadow map requiring 4 projections instead of 6 for a cube map, Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org