[osg-users] osg_Vertex with GL compatibility profile

2016-09-16 Thread Ravi Mathur
Hi all,

I see some behavior that I don't understand when using the osg_Vertex shader 
attribute across various graphics cards. Hopefully someone can shed some light.

I am enabling OSG uniforms using 
GraphicsWindow->getState()->setUseModelViewAndProjectionUniforms(true). Then, 
in my vertex shader, I use osg_ProjectionMatrix and osg_Vertex. Note that I 
don't call State::setUseVertexAttributeAliasing().

Everything works fine on many graphics cards, but on some cards my vertex 
shader behaves as if osg_Vertex is undefined. It doesn't give any errors, just 
produces results as if the vertex is zero. This only seems to happen with 
graphics cards where the renderer reports "OpenGL 4.1 Compatibility Profile 
Context". Examples are ATI Radeon HD 5450 and AMD FirePro V5900 cards.

Any ideas on what I'm missing here? 

Thanks!
Ravi

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[osg-users] Fast ETC@ compressor code from Google

2016-09-16 Thread Chris Hanson
Thought this might be useful to many.

https://medium.com/@duhroach/building-a-blazing-fast-etc2-compressor-307f3e9aad99


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Re: [osg-users] different materials for a geometry and highlight

2016-09-16 Thread Gianni Ambrosio

Code:
osg::Geometry* buildGeometry() {
   osg::Geometry* geometry = new osg::Geometry;
   geometry->setVertexArray(buildVertices());
   geometry->setColorArray(buildColors(), 
osg::Array::BIND_PER_PRIMITIVE_SET);

   std::vector elements = buildElements();
   for (std::vector::iterator i = elements.begin(); 
i != elements.end(); ++i) {
 geometry->addPrimitiveSet(*i);
   }

   return geometry;
}



When I pick a triangle, is there a way from the information stored into a 
osgUtil::LineSegmentIntersector::Intersection to get the related primitive set?

Regards,
Gianni

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Re: [osg-users] Shader, OpenGL context and Qt

2016-09-16 Thread Valerian Merkling
Hi,

I'm still stuck with my shaders problem and I ran out of ideas, but I have new 
elements, and a new question.

My shader works on the first view, so this code is ok (ie thoses two shaders 
works fine) :


Code:

osg::ref_ptr vertex=new osg::Shader(osg::Shader::Type::VERTEX, 
vertex_source);
osg::ref_ptr fragment=new osg::Shader(osg::Shader::Type::VERTEX, 
vertex_source);
osg::ref_ptr program=new osg::Program();
program->addShader(vertex);
program->addShader(fragment);





Then I tried to emulate the "close the view open a new an try again" with this :


Code:

osg::ref_ptr vertex=new osg::Shader(osg::Shader::Type::VERTEX, 
vertex_source);
osg::ref_ptr fragment=new osg::Shader(osg::Shader::Type::VERTEX, 
vertex_source);
osg::ref_ptr program=new osg::Program();
program->addShader(vertex);
program->addShader(fragment);

program = nullptr;
program->addShader(vertex);
program->addShader(fragment);




And shaders are now broken (fixed pipeline is used instead, so I can see stuff 
but no shiny effects :( )

Is it a known and wanted behavior ? Do I really have to load my shaders once 
and for all ?

Thanks for you help !

Valerian.

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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-09-16 Thread Mathieu MARACHE
Better approach ! Looks like we have a winner :-)
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[osg-users] Animating transparency

2016-09-16 Thread Lyubov Akimova
Hi,
I have drawable in MatrixTransform, how can I make this drawable transparent in 
osgAnimation::Animation?
... 

Thank you!

Cheers,
Lyubov

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Re: [osg-users] osgAndroid - Deploying and Debugging

2016-09-16 Thread Christian Kehl
Hi Akhtar,


> However, now when i try to load a model (cessna.osg) it shows error: dlopen 
> failed: library osgPlugins-3.4.0/osgdb_osg.so" not found. 
> DynamicLibrary::failed loading "osgPlugins-3.4.0/osgdb_osg.so"


The compile instructions state to compile it all in static mode - also the 
plugins. Can you please have a look if the files in your osgPlugins-3.4.0" 
folder are static libraries (extension ".a") ? That might be the problem when 
trying to load ".osg" files.

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Re: [osg-users] [vpb] vpbmaster appears to slow down after thousands of tasks completed

2016-09-16 Thread Knut Karlsen
Hi,

We have not solved the issue, but we make do with monitoring the situation and 
do a restart now an then. I'll update if we go any further with debugging.

Thanks!
... 


Thank you!

Cheers,
Knut

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