[osg-users] Imporstor and Shadows

2016-05-26 Thread Daniel Schmid
Hi there

I have a scenario with around 100 cars driving around in my scene. I wondered 
if I could gain some performance by using impostors to simplify the rendering 
if this high-poly objects.
For now I have no experience with impostors, and I don't know if they integrate 
well with Shadow (VDSM). 
Anybody out there used these two techniques along side?

Thank you!

Cheers,
Daniel

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[osg-users] confused with setTextureAttributeAndModes

2016-05-26 Thread Julien Valentin
Hi,
I had a bug using setTextureAttributeAndModes with a TextureBuffer and realized 
there are two methods (i used the setTextureAttribute and now all is good)

Code:
 /** Set this StateSet to contain specified attribute and override flag.*/
void setTextureAttribute(unsigned int unit,StateAttribute *attribute, 
StateAttribute::OverrideValue value=StateAttribute::OFF);
/** Set this StateSet to contain specified attribute and set the 
associated GLMode's to specified value.*/
void setTextureAttributeAndModes(unsigned int unit,StateAttribute 
*attribute, StateAttribute::GLModeValue value=StateAttribute::ON);




Can you explain me what are the purpose of both of them?
Is setTextureAttributeAndModes only there for retrocompatibility?
Thanks in advance


Thank you!

Cheers,
Julien

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[osg-users] OT: Oracle loses API IP case with Google

2016-05-26 Thread Chris Hanson
  This is OT, however, the ramifications of this affect our entire
industry. Oracle has lost their case claiming that APIs can be the basis
for copyright infringement. This was a claim we all thought was determined
(against them being copyrightable and infringe-able) back in the 80s with
the BSD Unix cases.

http://arstechnica.com/tech-policy/2016/05/google-wins-trial-against-oracle-as-jury-finds-android-is-fair-use/

  The software development universe is slightly more safe and sane for
developers this afternoon as some common sense has been restored.

  Applicability to OpenGL? If this case had been ruled in Oracle's favor,
API clones like Mesa (which implements the same APIs as OpenGL) would be
infringing, and could be prosecuted.

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Re: [osg-users] CullVisitor object not getting properly deleted

2016-05-26 Thread Rick Irons
Hi Robert,



Unfortunately the fix didn't address the crash I am encountering.  The issue of 
the dynamic cast in objectDeleted() 
(\openscenegraph\src\osgUtil\CullVisitor.cpp) failing remains...



virtual void objectDeleted(void* object)

{

osg::Referenced* ref = reinterpret_cast(object);

osgUtil::CullVisitor* cv = dynamic_cast(ref);



OpenThreads::ScopedLock lock(_mutex);



RenderStageMap::iterator itr = _renderStageMap.find(cv);

if (itr!=_renderStageMap.end())

{

_renderStageMap.erase(itr);

}

}



I was going to define our object that inherits from the CullVisitor as an 
osg::ref_ptr.  Perhaps doing so will delay the freeing of the CullVisitor 
object long enough within the CullVisitor destructor so that the problematic 
dynamic cast will succeed.  I am open to any other suggestions as well.  I may 
have to resort to just creating a small example program that reproduces the 
issue.



Thanks,

Rick



-Original Message-
From: Rick Irons
Sent: Wednesday, May 25, 2016 5:56 AM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] CullVisitor object not getting properly deleted



Hi Robert,



Thanks for the update.   I will try out the fix.



Rick



> On May 24, 2016, at 3:53 PM, Robert Osfield 
> > wrote:

>

> Hi Rick,

>

> After a preplexing day looking at how the osgUtiil::CullVisitor,

> osg::Camera and RenderStageCache were all interacting via the

> osg::Observer system I finally fixed the problem with the crash that

> I've see with the osgoit and osgprerender examples.   As the crash

> looks similar to what you saw there is reasonable chance that the

> changes should work for you too.

>

> I have checked my fix into master and OpenSceneGraph-3.4.

>

> Robert.

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Re: [osg-users] [forum] "Request received" emails

2016-05-26 Thread alex orsen
Hi,

ask moderator to send you one more email


Thank you!

Cheers,
alex

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[osg-users] [osgPlugins] GDAL plugin

2016-05-26 Thread Filip Arlet
Hi,

GDAL plugin uses outdated function extractImageLayer


Code:
virtual osgTerrain::ImageLayer* extractImageLayer(unsigned int sourceMinX, 
unsigned int sourceMinY, unsigned int sourceMaxX, unsigned int sourceMaxY, 
unsigned int targetWidth=0, unsigned int targetHeight=0);



for extraction of tiles. What's the new practice with osgTerrain ?

Thank you!

Cheers,
Filip

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Re: [osg-users] reset root color to original colors

2016-05-26 Thread Trajce Nikolov NICK
> I intended to disable the shader / program.

Just put an empty program

On Wed, May 25, 2016 at 11:06 PM, Bruno Oliveira <
bruno.manata.olive...@gmail.com> wrote:

> Thank you very much, those hints did the job.
>
> I will try to better explain my question the next time. I intended to
> disable the shader / program.
>
> 2016-05-25 9:10 GMT+01:00 Sebastian Messerschmidt <
> sebastian.messerschm...@gmx.de>:
>
>> Hi Bruno,
>>
>> Your question is a bit vague. If you use a shader you have total control
>> over the colors.
>> If my interpretation of your question is correct, you want to disable the
>> shader. There is no real "disable" it, you have to bind a empty program
>> instead. (simply don't assign any shader).
>>
>> Cheers
>> Sebastian
>>
>> Hello,
>>
>> I have one single root node in my scene graph. I have a vertex array and
>> a color array. I susually use them in conjunction to see my vertices with
>> the original colors, with
>>
>> ret->setColorArray(m_colors);
>> ret->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
>>
>>
>> Now I am adding the option for custom shaders. This is done with
>> osg::Programs, and adding the program to the stateset of the root node.
>>
>> osg::ref_ptr program = new osg::Program;
>> program->setName(m_name);
>> program->addShader(new osg::Shader(osg::Shader::VERTEX, m_vertex));
>> program->addShader(new osg::Shader(osg::Shader::FRAGMENT,
>> m_fragment));
>>
>> Now I want to reset this, and assign the original colors I have in the
>> color Array back again. How can I do this? Do I have to create a new shader
>> for applying the custom colors in the color array? Or can I reset this in a
>> simpler fashion?
>>
>>
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