Re: [osg-users] Using 'NodeTrackerManipulator' while holding camera steady

2018-05-09 Thread Andrew Cunningham
Clearly I **am** barking up the wrong tree and should be looking at 
osgManipulators :)

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[osg-users] Using 'NodeTrackerManipulator' while holding camera steady

2018-05-09 Thread Andrew Cunningham
Hi,
I am trying to use NodeTrackerManipulator to rotate a single "node" while 
holding the camera view steady.  That is the NodeTrackerManipulator will modify 
the transform of a single node not the camera viewMatrix. Am I barking up the 
wrong tree here.

Andrew

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Re: [osg-users] FBO setup not working..

2018-05-09 Thread Julien Valentin
Hi,
Strange issue...:/
The first tought  coming to my mind about it is
perhaps default graphic context format provided by ATI driver throught 
Win32WindowingSystem is not DEPTH24STENCIL8 but DEPTH16...
but it's a guess...
Perhaps giving us log with info notify level can be more helpfull to 
diagnose

Cheers

Rowley, Marlin R wrote:
> So I’ve tracked the error message down to attaching the render-to-target 
> camera with the components: 
> 
> // this doesn't work on NVIDIA/Vista 64-bit 
> // FBO status = 0x8cd6 (FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT) 
> rttCamera->attach(osg::Camera::DEPTH_BUFFER, GL_DEPTH_COMPONENT); 
> rttCamera->attach(osg::Camera::STENCIL_BUFFER, GL_STENCIL_INDEX8_EXT); 
> 
> Is there another way to attach buffer bits to a camera? 
> 
> -M  
>  
> Marlin Rowley 
> Software Engineer, Staff 
> 
> Missiles and Fire Control 
> 972-603-1931 (office) 
> 214-926-0622 (mobile) 
>  () 
> 
> 
> From: osg-users [mailto:] On Behalf Of Rowley, Marlin R (US)
> Sent: Wednesday, May 9, 2018 12:47 PM
> To: OpenSceneGraph Users <>
> Subject: EXTERNAL:  FBO setup not working.. 
> 
> 
> 
> Hello, 
> 
> I get the following error when running the example: osgpackeddepthstencil.cpp 
> 
> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd 
> 
> I have a AMD Radeon RX580. 
> 
>  
> Marlin Rowley 
> Software Engineer, Staff 
> 
> Missiles and Fire Control 
> 972-603-1931 (office) 
> 214-926-0622 (mobile) 
>  ()
> 
>  --
> Post generated by Mail2Forum



Twirling twirling twirling toward freedom

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Re: [osg-users] FBO setup not working..

2018-05-09 Thread Rowley, Marlin R
So I've tracked the error message down to attaching the render-to-target camera 
with the components:

// this doesn't work on NVIDIA/Vista 64-bit
// FBO status = 0x8cd6 (FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT)
rttCamera->attach(osg::Camera::DEPTH_BUFFER, GL_DEPTH_COMPONENT);
rttCamera->attach(osg::Camera::STENCIL_BUFFER, GL_STENCIL_INDEX8_EXT);

Is there another way to attach buffer bits to a camera?

-M

Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg@01D39374.DEC5A2E0]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.row...@lmco.com

From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Rowley, Marlin R (US)
Sent: Wednesday, May 9, 2018 12:47 PM
To: OpenSceneGraph Users 
Subject: EXTERNAL: [osg-users] FBO setup not working..

Hello,

I get the following error when running the example: osgpackeddepthstencil.cpp

RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd

I have a AMD Radeon RX580.


Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg@01D39374.DEC5A2E0]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.row...@lmco.com

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Re: [osg-users] Trackball Manipulation Broken?

2018-05-09 Thread Erik Hensens
I've discovered my problem. I am to blame, nothing broken here. Thanks!


robertosfield wrote:
> Hi Erik,
> 
> I am not aware of any trackball problems.  Could you expplain what you
> think is broken?  Can you reproduce the bug with osgivewer?  What
> platform are you working on?
> 
> As a general comment, 3.2.1 is pretty old now.  I am preparing 3.6.1
> right now...  I would recommend looking at update to at least 3.4.x or
> even better 3.6.x.  Using an update version of the OSG brings lots of
> improvements and bug fixes that won't make it into the 3.2 branch.
> 
> Robert.
> 
> On 8 May 2018 at 22:44, Erik Hensens <> wrote:
> 
> > Hi everyone!
> > 
> > My app allows manipulating the scene via the osgGA::TrackballManipulator. 
> > Without changing any of the app code, we upgraded from OSG 3.2.0.99 to 
> > 3.2.1.100 and now the trackball manipulation doesn't work.
> > 
> > I don't know how to check whether or not this is a known bug so I figured 
> > I'd ask on the forums. Does anyone know what's up?
> > 
> > Thank you very much!
> > 
> > Cheers,
> > Erik
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=73568#73568
> > 
> > 
> > 
> > 
> > 
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[osg-users] FBO setup not working..

2018-05-09 Thread Rowley, Marlin R
Hello,

I get the following error when running the example: osgpackeddepthstencil.cpp

RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd

I have a AMD Radeon RX580.


Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg@01D39374.DEC5A2E0]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.row...@lmco.com

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Re: [osg-users] Shaders with multiple views using ViewportCallback

2018-05-09 Thread Christoph Dohmen
Ahhh, Robert, thanks, that's the trick :-)

Cheers,
Christoph

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Re: [osg-users] Shaders with multiple views using ViewportCallback

2018-05-09 Thread Robert Osfield
Hi Chritoph,

The right way to do is to to assign an osg::Uniform to each
osg::View's master Camera's StateSet i,e


  view->getCamera()->getOrCreateStateSet()->addUniform(new
osg::Uniform("viewport", osg:::Vec4(x,y,w,h));

Robert

On 9 May 2018 at 10:20, Christoph Dohmen  wrote:
> Hi all,
>
> I need to use the viewport dimensions for some calculations in my vertex 
> shader. The most found way of doing the update of the viewport-size uniform 
> is the ViewportCallback derived from osg::Uniform::Callback which 
> encapsulates a camera.
> But what happens if I have multiple views?
> How can I fetch the viewport size in my shader per viewer?
>
> Thank you!
>
> Cheers,
> Christoph
>
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> http://forum.openscenegraph.org/viewtopic.php?p=73573#73573
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>
>
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[osg-users] Shaders with multiple views using ViewportCallback

2018-05-09 Thread Christoph Dohmen
Hi all,

I need to use the viewport dimensions for some calculations in my vertex 
shader. The most found way of doing the update of the viewport-size uniform is 
the ViewportCallback derived from osg::Uniform::Callback which encapsulates a 
camera.
But what happens if I have multiple views?
How can I fetch the viewport size in my shader per viewer?

Thank you!

Cheers,
Christoph

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Re: [osg-users] Trackball Manipulation Broken?

2018-05-09 Thread Robert Osfield
Hi Erik,

I am not aware of any trackball problems.  Could you expplain what you
think is broken?  Can you reproduce the bug with osgivewer?  What
platform are you working on?

As a general comment, 3.2.1 is pretty old now.  I am preparing 3.6.1
right now...  I would recommend looking at update to at least 3.4.x or
even better 3.6.x.  Using an update version of the OSG brings lots of
improvements and bug fixes that won't make it into the 3.2 branch.

Robert.

On 8 May 2018 at 22:44, Erik Hensens  wrote:
> Hi everyone!
>
> My app allows manipulating the scene via the osgGA::TrackballManipulator. 
> Without changing any of the app code, we upgraded from OSG 3.2.0.99 to 
> 3.2.1.100 and now the trackball manipulation doesn't work.
>
> I don't know how to check whether or not this is a known bug so I figured I'd 
> ask on the forums. Does anyone know what's up?
>
> Thank you very much!
>
> Cheers,
> Erik
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=73568#73568
>
>
>
>
>
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