Re: [osg-users] viewport is changing after huge sized object ; updating only visible nodes
>I guess he wants to have the updateCallback called for "culled" geodes, or >some way to check if the node was culled. Yes!! that is correct! > I know too little about the specifics of your application. The Application has earth + missile tracks on earth. I just add these tracks to scene and my viewer must stay at point before adding. Camera rotating is performed around earth center -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=3#3 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] viewport is changing after huge sized object ; updating only visible nodes
Hey guys!!! 1) My scene is set like it is always fits in camera (i guess it is osg-default). If i add huge sized object - i see all scene (camera flies away), but my viewpoint must stay old. How to fix that ? 2) I have dozen of nodes that are updating in my addUpdateCallback functor anyway (whether node is visible or not), but i would want to do that only if node is visible. Node has osg::Geode drawables. How to fix that ? Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66579#66579 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lot of questions about OSG (Shaders)
i do not understand! What do i have to do? Code plz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64966#64966 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lot of questions about OSG (Shaders)
2 robertosfield I still wait , that 100 000 users of OSG will help me! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64968#64968 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lot of questions about OSG (Shaders)
Thanks Sebastian ! Looks like i found solution: Code: bool ProgramIsCompiled(COITPCore *pCre,osg::Program *pPrg) { Camera *pCam = pCre->getCamera(); int contextID = pCam->getGraphicsContext()->getState()->getContextID(); for(int i = 0; i < pPrg->getNumShaders(); i++) { if(!pPrg->getShader(i)->getPCS(contextID)->isCompiled()) return 0; } return 1; } -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64980#64980 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lot of questions about OSG (Shaders)
Hey Robert! before you do any work. Could you post me code snippet, which have to do this checking ? based on: osg::ref_ptrosg::Shader SkyFromSpaceVert = osgDB::readShaderFile(systemPath + media/programs/EarthSkyFromSpaceShader.vert); i guess my application gonna be multithreaded.. thanks... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63239#63239 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lot of questions about OSG (Shaders)
Hello.. 1) I just plan to perform something like that: Code: osg::ref_ptrosg::Shader EarthLoQVert = osgDB::readShaderFile(g_SceneGlobals.systemPath + media/programs/EarthLoQ.vert); if(EarthLoQVert.isCompiledOK) { create1.. } else { osg::ref_ptrosg::Shader EarthLoQVertexLighting = osgDB::readShaderFile(g_SceneGlobals.systemPath + media/programs /EarthLoQVL.vert); if(EarthLoQVertexLighting.isCompiledOK) { create2 } else { fatalError } } i need to know if my shader is compiled ok after loading! then i can create scene states, otherwise i load other shader and create other scene states thanks 2) Are shaders with same names loaded single time ? Code: osg::ref_ptrosg::Shader EarthLoQVert = osgDB::readShaderFile(g_SceneGlobals.systemPath + media/programs/EarthLoQ.vert); osg::ref_ptrosg::Shader EarthLoQVert1 = osgDB::readShaderFile(g_SceneGlobals.systemPath + media/programs/EarthLoQ.vert); osg::ref_ptrosg::Shader EarthLoQVert2 = osgDB::readShaderFile(g_SceneGlobals.systemPath + media/programs/EarthLoQ.vert); or should i check it self ? 3) Same question like 2 is for: osg::ref_ptrosg::Image nrmlImage = osgDB::readImageFile(g_SceneGlobals.systemPath + media/textures/earth/normalmap.bmp); If there will be new questions - i will post that here... thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62958#62958 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org