Re: [osg-users] About Viewer->updateTraversal()

2016-12-27 Thread Robert Osfield
HI Rambabu,

Your post is pretty meaningless so far, essential it's a vague
something's wrong, somewhere vaguely related to update traversal
possibly.  Without further information there is nothing others can
comment.  Repeating the same completely vague information won't change
this, you have to provide more information.

The best thing you can do is run your application in a debugger and
when it "blocks" stop the application in the debugger and found out
what is "blocking".

FYI, the update traversal doesn't block in normal function, I don't
even recall anyone reporting such an issue.  There is clearly
something odd that you have done at your end, but until you provide
more information there is nothing we can suggest what you might have
done wrong.  You have all the code, you are the only one right now
with any chance of diagnosing what the problem is.

Before you post please think about information you need to provide to
explain what the problem is, we aren't gods that can peer inside your
computer and know what is going on, you have to tell us or provide
example code that we can run ourselves to see the problem first hand.

Robert.



On 27 December 2016 at 12:05, Rambabu Repaka  wrote:
> Hi,Iam using osg 3.5.1 version Viewer->updatetraversal() blocking the output 
> means output becomes strucked.
>
> ...
>
> Thank you!
>
> Cheers,
> Rambabu
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=69773#69773
>
>
>
>
>
> ___
> 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] Material Properties to Change the Normal Intensity

2016-12-27 Thread Sebastian Messerschmidt



Am 26.12.2016 um 23:56 schrieb Rômulo Cerqueira:

Hi Sebastian,



Are you planning on using the bump-maps alpha channel, or which alpha do you 
plan to use.



I wanna to pass a reflectance value to be multiplied by the normal map (normNormal in 
fragment shader) to simulate real situations. For example, a steel cube (e.g. reflectance 
= 1.12) should reflect more than a plastic cube (e.g. reflectance = 0.6) for a real 
sonar. In this case, I need to pass this "reflectance" value to shader for each 
object present in the scene.
Ok, then apply your normal-map and perform your calculation. Pass the 
reflectance either as


1) vertex attribute
2) uniform
3) in any fixed-state attribute (e.g. misuse the gl_FrontMaterial (via 
osg::Material))


So the simplest way is to add a float-uniform to the object to be 
modified and multiply your result with its value.
The osgshaders example shows how to transport these values between the 
application and the shader. But this works properly only if you 
structure in a way that you can control the individual state-sets.






What kind of input geometries do you use? Are the objects with the different 
reflectances models or can one model have multiple parts with different 
reflectance values?



Any kind of geometries: cubes, spheres, cones, structures... Initially all 
parts of the same object will have an unique reflectance model.


Ok, maybe my question was unclear: How are the parts strucured in terms 
of osg-nodes? In case you want to control per-object state you need to 
have it separated so it has its own stateset.



Cheers
Sebastian


...

Cheers,
Rômulo[/quote]

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69770#69770





___
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] Check if sampler2D is valid in fragment shader

2016-12-27 Thread Sebastian Messerschmidt



Hi Rômulo,

Hi,

is there a way to check if a texture (as uniform sampler2D) is valid in 
fragment shader?
There is no direct way. If you need shaders with and without texturing 
you should bind different programs to the affected geometries.
Also OSG has the pragmatic-shadercomposition which allows you to use 
#defines to be set in the OSG-code. See the osgshadercomposition for 
reference.




This is my current code:


Code:

if (textureSize(myTexture, 0).x > 1) {
// do something with the texture
}
else {
// process without texture information
}
You shouldn't use this. AFAIK there is no rule how the driver evaluates 
non-bound samplers, so this might lead to undesired behavior. Even if it 
is working it will cost some amount of performance.


Cheers
Sebastian




...

Thank you in advance!

Cheers,
Rômulo

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69772#69772





___
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] About Viewer->updateTraversal()

2016-12-27 Thread Rambabu Repaka
Hi,Hi,Iam using osg 3.5.1 version Viewer->updatetraversal() blocking the output 
means output becomes strucked. How can i eliminate this  ?

... 

Thank you!

Cheers,
Rambabu

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69774#69774





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


[osg-users] About Viewer->updateTraversal()

2016-12-27 Thread Rambabu Repaka
Hi,Iam using osg 3.5.1 version Viewer->updatetraversal() blocking the output 
means output becomes strucked. 

... 

Thank you!

Cheers,
Rambabu

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69773#69773





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