Re: [osg-users] material definition lost

2011-03-01 Thread Mahendra G.R
Hi Kim,

I have attached the screenshot (
http://tinypic.com/r/wwnqmp/7%20http://tinypic.com/r/wwnqmp/7) of
the image, can you please tell me why am i getting these water like
highlights on the model, my shaders for the model just set a red color.

Regards,



Hi Kim,

 I have attached the screenshot of the image, can you please tell me why am
 i getting these water like highlights on the model, my shaders for the model
 just set a red color.

 Regards,


 On Wed, Feb 23, 2011 at 10:11 AM, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,
 Sorry, i'm not at work, i can only send you on tuesday next week :( ,
 thanks for your support.


 On Wed, Feb 23, 2011 at 10:06 AM, Kim Bale kcb...@googlemail.com wrote:

 Can you send a screenshot, it might shed some light on the matter.

 Kim.


 On 22 February 2011 16:33, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 i wrote a really simple shader, which does nothing but assign red color
 to the model, but i see water like reflections on the model, thats why i'm
 confused :( , however, if i run the program with --disableShaders argument,
 then i loose all the nice effects and also the specular highlights on the
 model.


 Regards,


 On Tue, Feb 22, 2011 at 5:27 PM, Kim Bale kcb...@googlemail.comwrote:

 Hi Mahendra,

 Regardless of whether there are any other shaders at work, if you
 attached a shader to your model it should override any other shaders bound
 before it.

 I don't really know what else to suggest, there are too many unknown
 variables for me to diagnose the problem. I don't know what shader you 
 used,
 or what material properties your model has etc.

 Regards,

 Kim.


 On 22 February 2011 15:54, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 still no result :( , i wrote two shaders and attached it to my model,
 and disabled useDefaultShader flag, but still i see specular hightlight 
 on
 the model, exactly like in the water, still some shader working 
 somewhere??

 Regards,


 On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Yes, i will do that, thanks for your support

 Regards,


 On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale kcb...@googlemail.comwrote:

 If you are disabling the default shader then the lighting effects
 you see will be the result of the fixed function shading. You should 
 look at
 the specular properties of the light and the material and check that 
 they
 are not too high.

 K.

 On 22 February 2011 13:29, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 I disabled the default scene shader and now the model looks very
 specular, though i see some color, does light source has any effect 
 here?,


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the
 shaders, but somehow the stateset of my model is being changed (i 
 guess), Is
 there way to overcome this problem without disabling the shaders and 
 loosing
 all those nice effects, basically my material ONLY has some color 
 properties
 and nothing more!, btw, im using the osgOcean example file to load 
 my model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale 
 kcb...@googlemail.comwrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques. By
 default osgocean will apply a default shader to all children that 
 are added
 to ocean scene. Certain effects like the glare and depth of field 
 shaders
 and fogging rely on a shader implementation to ensure that the 
 relevant
 render targets are filled.

 The default shader provided by osgocean is very basic as I cannot
 anticipate everyone's shader needs. Thus if you want the default 
 shader to
 take into account particular material properties you can either 
 override the
 defuault shader or attach shader directly to the node you wish to 
 render.

 Alternatively you may choose to disable the default shader, (
 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599)
  however
 you will lose the DOF, glare and fogging effects if no other shader
 implementation is provided.

 Regards,

 Kim.



 On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.com
  wrote:

 Hi all,

 I'm using osgOcean and placing a model in the middle of the
 ocean, this model has some material properties (its basically a 
 .ive file),
 when i load the model with osgViewer, its fine, i see all the 
 colors etc.
 but when i render it placing it inside the ocean, i loose the 
 features of
 the model.  I read somewhere in the forum to try disabling the 
 shaders and
 recompile osgOcean (though i felt it had nothing to do with the 
 shaders,
 just gave a try), did anyone else try loading models in osgOcean ??

 Regards,
 Mahendra

 --
 http://www.mahendragr.com

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

 http

Re: [osg-users] material definition lost

2011-03-01 Thread Mahendra G.R
Hi Kim,

Still im getting the glare effect, this is my fragment shader..

//

varying vec3 v_V;
varying vec3 v_N;
uniform bool osgOcean_EnableGlare;


void main() {
vec3 N = normalize(v_N);
vec3 V = normalize(v_V);
vec3 R = reflect(V, N);
vec3 L = normalize(vec3(gl_LightSource[0].position));

//vec4 ambient = gl_FrontMaterial.ambient;
//vec4 diffuse = gl_FrontMaterial.diffuse * max(dot(L, N), 0.0);
//vec4 specular = gl_FrontMaterial.specular * pow(max(dot(R, L), 2.0),
gl_FrontMaterial.shininess);
//gl_FragColor = ambient + diffuse - specular;


if(osgOcean_EnableGlare)
{
   gl_FragData[1] = vec4(0.0);
}

gl_FragData[0] = vec4(1.0,0.0,0.0,1.0);
}

//

Am i missing something?.


Regards,


On Tue, Mar 1, 2011 at 10:20 AM, Kim Bale kcb...@googlemail.com wrote:

 Hi Mahendra,

 This look like you haven't taken into account the glare rendering in your
 shader.

 If you want the glare pass to ignore your model you need to set the value
 in the glare buffer to zero

 See:
 http://code.google.com/p/osgocean/source/browse/trunk/resources/shaders/terrain.frag#119


 (From the trunk version which uses MRT).

 Regards,

 Kim.



 On 1 March 2011 09:14, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 I have attached the screenshot ( http://tinypic.com/r/wwnqmp/7 ) of the
 image, can you please tell me why am i getting these water like highlights
 on the model, my shaders for the model just set a red color.

 Regards,



 Hi Kim,

 I have attached the screenshot of the image, can you please tell me why
 am i getting these water like highlights on the model, my shaders for the
 model just set a red color.

 Regards,


 On Wed, Feb 23, 2011 at 10:11 AM, Mahendra G.R 
 mahen...@mahendragr.comwrote:

 Hi Kim,
 Sorry, i'm not at work, i can only send you on tuesday next week :( ,
 thanks for your support.


 On Wed, Feb 23, 2011 at 10:06 AM, Kim Bale kcb...@googlemail.comwrote:

 Can you send a screenshot, it might shed some light on the matter.

 Kim.


 On 22 February 2011 16:33, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 i wrote a really simple shader, which does nothing but assign red
 color to the model, but i see water like reflections on the model, thats 
 why
 i'm confused :( , however, if i run the program with --disableShaders
 argument, then i loose all the nice effects and also the specular 
 highlights
 on the model.


 Regards,


 On Tue, Feb 22, 2011 at 5:27 PM, Kim Bale kcb...@googlemail.comwrote:

 Hi Mahendra,

 Regardless of whether there are any other shaders at work, if you
 attached a shader to your model it should override any other shaders 
 bound
 before it.

 I don't really know what else to suggest, there are too many unknown
 variables for me to diagnose the problem. I don't know what shader you 
 used,
 or what material properties your model has etc.

 Regards,

 Kim.


 On 22 February 2011 15:54, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 still no result :( , i wrote two shaders and attached it to my
 model, and disabled useDefaultShader flag, but still i see specular
 hightlight on the model, exactly like in the water, still some shader
 working somewhere??

 Regards,


 On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Yes, i will do that, thanks for your support

 Regards,


 On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale 
 kcb...@googlemail.comwrote:

 If you are disabling the default shader then the lighting effects
 you see will be the result of the fixed function shading. You should 
 look at
 the specular properties of the light and the material and check that 
 they
 are not too high.

 K.

 On 22 February 2011 13:29, Mahendra G.R 
 mahen...@mahendragr.comwrote:

 Hi Kim,

 I disabled the default scene shader and now the model looks very
 specular, though i see some color, does light source has any effect 
 here?,


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the
 shaders, but somehow the stateset of my model is being changed (i 
 guess), Is
 there way to overcome this problem without disabling the shaders 
 and loosing
 all those nice effects, basically my material ONLY has some color 
 properties
 and nothing more!, btw, im using the osgOcean example file to 
 load my model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale 
 kcb...@googlemail.com wrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques. By
 default osgocean will apply a default shader to all children that 
 are added
 to ocean scene. Certain effects like the glare and depth of field 
 shaders
 and fogging rely on a shader implementation to ensure that the 
 relevant
 render targets are filled.

 The default shader provided by osgocean is very basic as I
 cannot anticipate everyone's shader needs. Thus if you want the 
 default
 shader to take into account particular

Re: [osg-users] material definition lost

2011-03-01 Thread Mahendra G.R
Hi Kim,

Thank you very much, i found out the problem, i had to disable the glare in
my code as well.


Regards,

On Tue, Mar 1, 2011 at 10:48 AM, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 Still im getting the glare effect, this is my fragment shader..

 //

 varying vec3 v_V;
 varying vec3 v_N;
 uniform bool osgOcean_EnableGlare;


 void main() {
 vec3 N = normalize(v_N);
 vec3 V = normalize(v_V);
 vec3 R = reflect(V, N);
 vec3 L = normalize(vec3(gl_LightSource[0].position));

 //vec4 ambient = gl_FrontMaterial.ambient;
 //vec4 diffuse = gl_FrontMaterial.diffuse * max(dot(L, N), 0.0);
 //vec4 specular = gl_FrontMaterial.specular * pow(max(dot(R, L), 2.0),
 gl_FrontMaterial.shininess);
 //gl_FragColor = ambient + diffuse - specular;


 if(osgOcean_EnableGlare)
 {
gl_FragData[1] = vec4(0.0);
 }

 gl_FragData[0] = vec4(1.0,0.0,0.0,1.0);
 }

 //

 Am i missing something?.


 Regards,



 On Tue, Mar 1, 2011 at 10:20 AM, Kim Bale kcb...@googlemail.com wrote:

 Hi Mahendra,

 This look like you haven't taken into account the glare rendering in your
 shader.

 If you want the glare pass to ignore your model you need to set the value
 in the glare buffer to zero

 See:
 http://code.google.com/p/osgocean/source/browse/trunk/resources/shaders/terrain.frag#119


 (From the trunk version which uses MRT).

 Regards,

 Kim.



 On 1 March 2011 09:14, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 I have attached the screenshot ( http://tinypic.com/r/wwnqmp/7 ) of the
 image, can you please tell me why am i getting these water like highlights
 on the model, my shaders for the model just set a red color.

 Regards,



 Hi Kim,

 I have attached the screenshot of the image, can you please tell me why
 am i getting these water like highlights on the model, my shaders for the
 model just set a red color.

 Regards,


 On Wed, Feb 23, 2011 at 10:11 AM, Mahendra G.R mahen...@mahendragr.com
  wrote:

 Hi Kim,
 Sorry, i'm not at work, i can only send you on tuesday next week :( ,
 thanks for your support.


 On Wed, Feb 23, 2011 at 10:06 AM, Kim Bale kcb...@googlemail.comwrote:

 Can you send a screenshot, it might shed some light on the matter.

 Kim.


 On 22 February 2011 16:33, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 i wrote a really simple shader, which does nothing but assign red
 color to the model, but i see water like reflections on the model, 
 thats why
 i'm confused :( , however, if i run the program with --disableShaders
 argument, then i loose all the nice effects and also the specular 
 highlights
 on the model.


 Regards,


 On Tue, Feb 22, 2011 at 5:27 PM, Kim Bale kcb...@googlemail.comwrote:

 Hi Mahendra,

 Regardless of whether there are any other shaders at work, if you
 attached a shader to your model it should override any other shaders 
 bound
 before it.

 I don't really know what else to suggest, there are too many unknown
 variables for me to diagnose the problem. I don't know what shader you 
 used,
 or what material properties your model has etc.

 Regards,

 Kim.


 On 22 February 2011 15:54, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 still no result :( , i wrote two shaders and attached it to my
 model, and disabled useDefaultShader flag, but still i see specular
 hightlight on the model, exactly like in the water, still some shader
 working somewhere??

 Regards,


 On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Yes, i will do that, thanks for your support

 Regards,


 On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale 
 kcb...@googlemail.comwrote:

 If you are disabling the default shader then the lighting effects
 you see will be the result of the fixed function shading. You 
 should look at
 the specular properties of the light and the material and check 
 that they
 are not too high.

 K.

 On 22 February 2011 13:29, Mahendra G.R mahen...@mahendragr.com
  wrote:

 Hi Kim,

 I disabled the default scene shader and now the model looks very
 specular, though i see some color, does light source has any 
 effect here?,


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the
 shaders, but somehow the stateset of my model is being changed (i 
 guess), Is
 there way to overcome this problem without disabling the shaders 
 and loosing
 all those nice effects, basically my material ONLY has some color 
 properties
 and nothing more!, btw, im using the osgOcean example file to 
 load my model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale 
 kcb...@googlemail.com wrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques.
 By default osgocean will apply a default shader to all children 
 that are
 added to ocean scene. Certain effects like the glare and depth 
 of field
 shaders and fogging rely on a shader implementation to ensure

Re: [osg-users] material definition lost

2011-02-23 Thread Mahendra G.R
Hi Kim,
Sorry, i'm not at work, i can only send you on tuesday next week :( , thanks
for your support.

On Wed, Feb 23, 2011 at 10:06 AM, Kim Bale kcb...@googlemail.com wrote:

 Can you send a screenshot, it might shed some light on the matter.

 Kim.


 On 22 February 2011 16:33, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 i wrote a really simple shader, which does nothing but assign red color to
 the model, but i see water like reflections on the model, thats why i'm
 confused :( , however, if i run the program with --disableShaders argument,
 then i loose all the nice effects and also the specular highlights on the
 model.


 Regards,


 On Tue, Feb 22, 2011 at 5:27 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Mahendra,

 Regardless of whether there are any other shaders at work, if you
 attached a shader to your model it should override any other shaders bound
 before it.

 I don't really know what else to suggest, there are too many unknown
 variables for me to diagnose the problem. I don't know what shader you used,
 or what material properties your model has etc.

 Regards,

 Kim.


 On 22 February 2011 15:54, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 still no result :( , i wrote two shaders and attached it to my model,
 and disabled useDefaultShader flag, but still i see specular hightlight on
 the model, exactly like in the water, still some shader working somewhere??

 Regards,


 On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R 
 mahen...@mahendragr.comwrote:

 Yes, i will do that, thanks for your support

 Regards,


 On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale kcb...@googlemail.comwrote:

 If you are disabling the default shader then the lighting effects you
 see will be the result of the fixed function shading. You should look at 
 the
 specular properties of the light and the material and check that they are
 not too high.

 K.

 On 22 February 2011 13:29, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 I disabled the default scene shader and now the model looks very
 specular, though i see some color, does light source has any effect 
 here?,


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the shaders,
 but somehow the stateset of my model is being changed (i guess), Is 
 there
 way to overcome this problem without disabling the shaders and loosing 
 all
 those nice effects, basically my material ONLY has some color 
 properties and
 nothing more!, btw, im using the osgOcean example file to load my 
 model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.comwrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques. By
 default osgocean will apply a default shader to all children that are 
 added
 to ocean scene. Certain effects like the glare and depth of field 
 shaders
 and fogging rely on a shader implementation to ensure that the 
 relevant
 render targets are filled.

 The default shader provided by osgocean is very basic as I cannot
 anticipate everyone's shader needs. Thus if you want the default 
 shader to
 take into account particular material properties you can either 
 override the
 defuault shader or attach shader directly to the node you wish to 
 render.

 Alternatively you may choose to disable the default shader, (
 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599)
  however
 you will lose the DOF, glare and fogging effects if no other shader
 implementation is provided.

 Regards,

 Kim.



 On 22 February 2011 10:28, Mahendra G.R 
 mahen...@mahendragr.comwrote:

 Hi all,

 I'm using osgOcean and placing a model in the middle of the ocean,
 this model has some material properties (its basically a .ive file), 
 when i
 load the model with osgViewer, its fine, i see all the colors etc. 
 but when
 i render it placing it inside the ocean, i loose the features of the 
 model.
 I read somewhere in the forum to try disabling the shaders and 
 recompile
 osgOcean (though i felt it had nothing to do with the shaders, just 
 gave a
 try), did anyone else try loading models in osgOcean ??

 Regards,
 Mahendra

 --
 http://www.mahendragr.com

 ___
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[osg-users] material definition lost

2011-02-22 Thread Mahendra G.R
Hi all,

I'm using osgOcean and placing a model in the middle of the ocean, this
model has some material properties (its basically a .ive file), when i load
the model with osgViewer, its fine, i see all the colors etc. but when i
render it placing it inside the ocean, i loose the features of the model.  I
read somewhere in the forum to try disabling the shaders and recompile
osgOcean (though i felt it had nothing to do with the shaders, just gave a
try), did anyone else try loading models in osgOcean ??

Regards,
Mahendra

-- 
http://www.mahendragr.com
___
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osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] material definition lost

2011-02-22 Thread Mahendra G.R
Hello Kim,

Thanks for the reply, i dont think its the problem with the shaders, but
somehow the stateset of my model is being changed (i guess), Is there way to
overcome this problem without disabling the shaders and loosing all those
nice effects, basically my material ONLY has some color properties and
nothing more!, btw, im using the osgOcean example file to load my model
(does it matter?).


Thanks,
Regards

On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques. By default
 osgocean will apply a default shader to all children that are added to ocean
 scene. Certain effects like the glare and depth of field shaders and fogging
 rely on a shader implementation to ensure that the relevant render targets
 are filled.

 The default shader provided by osgocean is very basic as I cannot
 anticipate everyone's shader needs. Thus if you want the default shader to
 take into account particular material properties you can either override the
 defuault shader or attach shader directly to the node you wish to render.

 Alternatively you may choose to disable the default shader, (
 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599)
  however
 you will lose the DOF, glare and fogging effects if no other shader
 implementation is provided.

 Regards,

 Kim.



 On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi all,

 I'm using osgOcean and placing a model in the middle of the ocean, this
 model has some material properties (its basically a .ive file), when i load
 the model with osgViewer, its fine, i see all the colors etc. but when i
 render it placing it inside the ocean, i loose the features of the model.  I
 read somewhere in the forum to try disabling the shaders and recompile
 osgOcean (though i felt it had nothing to do with the shaders, just gave a
 try), did anyone else try loading models in osgOcean ??

 Regards,
 Mahendra

 --
 http://www.mahendragr.com

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



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Re: [osg-users] Window re-size in osgOcean

2011-02-22 Thread Mahendra G.R
Hi Kim,

Yes, i solved it, my mistake, didnt look at the screenDims function.

Thanks,
Regards

On Tue, Feb 22, 2011 at 2:02 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Mahendra,

 You need to provide your own resize handler but within it you can call
 setScreenDims to resize the framebuffers.

 See:
 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#255

 K.


 On 21 February 2011 14:55, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi,

 Is there a way to make the osgOcean handle the resize events for the
 window?, i tried adding an event handler in the example file, but it only
 resizes the window or makes it full screen but the ocean scene remains the
 same size, where can i find the resize or wiindow handler for osgOcean?.

 Thanks,
 Regards

 --
 http://www.mahendragr.com

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Re: [osg-users] [osgOcean] Shader again.

2011-02-22 Thread Mahendra G.R
Hi Bawenang,

Did you manage to load a model by anychance, and get the material properites
(for example color) without changing the shaders?, it would really help me.


Thanks,
Regards

On Tue, Feb 22, 2011 at 2:07 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Bawenang,

 To my knowledge all the shaders work correctly.

 Can you be more specific?

 Regards,

 Kim.


 On 22 February 2011 13:04, Bawenang Rukmoko ben...@cs.its.ac.id wrote:

 Hi,

 I seem to stumbled a lot on osgOcean's shaders. I've got lots of graphics
 artefacts because of them. Can you point me to the ones that are actually
 working on them? I may need to disturb them a bit with my questions. Thanks.
 Oh yea BTW I've successfully made my own bloom shader. Here's the
 screenshot. :D




 Thank you!

 Cheers,
 Bawenang

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 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=36945#36945




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 http://forum.openscenegraph.org//files/glow_139.jpg


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Re: [osg-users] material definition lost

2011-02-22 Thread Mahendra G.R
Hi Kim,

I disabled the default scene shader and now the model looks very specular,
though i see some color, does light source has any effect here?,


Thanks,
Regards

On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R mahen...@mahendragr.comwrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the shaders, but
 somehow the stateset of my model is being changed (i guess), Is there way to
 overcome this problem without disabling the shaders and loosing all those
 nice effects, basically my material ONLY has some color properties and
 nothing more!, btw, im using the osgOcean example file to load my model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques. By default
 osgocean will apply a default shader to all children that are added to ocean
 scene. Certain effects like the glare and depth of field shaders and fogging
 rely on a shader implementation to ensure that the relevant render targets
 are filled.

 The default shader provided by osgocean is very basic as I cannot
 anticipate everyone's shader needs. Thus if you want the default shader to
 take into account particular material properties you can either override the
 defuault shader or attach shader directly to the node you wish to render.

 Alternatively you may choose to disable the default shader, (
 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599)
  however
 you will lose the DOF, glare and fogging effects if no other shader
 implementation is provided.

 Regards,

 Kim.



 On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi all,

 I'm using osgOcean and placing a model in the middle of the ocean, this
 model has some material properties (its basically a .ive file), when i load
 the model with osgViewer, its fine, i see all the colors etc. but when i
 render it placing it inside the ocean, i loose the features of the model.  I
 read somewhere in the forum to try disabling the shaders and recompile
 osgOcean (though i felt it had nothing to do with the shaders, just gave a
 try), did anyone else try loading models in osgOcean ??

 Regards,
 Mahendra

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Re: [osg-users] material definition lost

2011-02-22 Thread Mahendra G.R
Yes, i will do that, thanks for your support

Regards,

On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale kcb...@googlemail.com wrote:

 If you are disabling the default shader then the lighting effects you see
 will be the result of the fixed function shading. You should look at the
 specular properties of the light and the material and check that they are
 not too high.

 K.

 On 22 February 2011 13:29, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 I disabled the default scene shader and now the model looks very specular,
 though i see some color, does light source has any effect here?,


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R mahen...@mahendragr.comwrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the shaders, but
 somehow the stateset of my model is being changed (i guess), Is there way to
 overcome this problem without disabling the shaders and loosing all those
 nice effects, basically my material ONLY has some color properties and
 nothing more!, btw, im using the osgOcean example file to load my model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques. By default
 osgocean will apply a default shader to all children that are added to 
 ocean
 scene. Certain effects like the glare and depth of field shaders and 
 fogging
 rely on a shader implementation to ensure that the relevant render targets
 are filled.

 The default shader provided by osgocean is very basic as I cannot
 anticipate everyone's shader needs. Thus if you want the default shader to
 take into account particular material properties you can either override 
 the
 defuault shader or attach shader directly to the node you wish to render.

 Alternatively you may choose to disable the default shader, (
 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599)
  however
 you will lose the DOF, glare and fogging effects if no other shader
 implementation is provided.

 Regards,

 Kim.



 On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi all,

 I'm using osgOcean and placing a model in the middle of the ocean, this
 model has some material properties (its basically a .ive file), when i 
 load
 the model with osgViewer, its fine, i see all the colors etc. but when i
 render it placing it inside the ocean, i loose the features of the model. 
  I
 read somewhere in the forum to try disabling the shaders and recompile
 osgOcean (though i felt it had nothing to do with the shaders, just gave a
 try), did anyone else try loading models in osgOcean ??

 Regards,
 Mahendra

 --
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Re: [osg-users] material definition lost

2011-02-22 Thread Mahendra G.R
Hi Kim,

still no result :( , i wrote two shaders and attached it to my model, and
disabled useDefaultShader flag, but still i see specular hightlight on the
model, exactly like in the water, still some shader working somewhere??

Regards,

On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R mahen...@mahendragr.comwrote:

 Yes, i will do that, thanks for your support

 Regards,


 On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale kcb...@googlemail.com wrote:

 If you are disabling the default shader then the lighting effects you see
 will be the result of the fixed function shading. You should look at the
 specular properties of the light and the material and check that they are
 not too high.

 K.

 On 22 February 2011 13:29, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 I disabled the default scene shader and now the model looks very
 specular, though i see some color, does light source has any effect here?,


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R 
 mahen...@mahendragr.comwrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the shaders, but
 somehow the stateset of my model is being changed (i guess), Is there way 
 to
 overcome this problem without disabling the shaders and loosing all those
 nice effects, basically my material ONLY has some color properties and
 nothing more!, btw, im using the osgOcean example file to load my model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.comwrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques. By default
 osgocean will apply a default shader to all children that are added to 
 ocean
 scene. Certain effects like the glare and depth of field shaders and 
 fogging
 rely on a shader implementation to ensure that the relevant render targets
 are filled.

 The default shader provided by osgocean is very basic as I cannot
 anticipate everyone's shader needs. Thus if you want the default shader to
 take into account particular material properties you can either override 
 the
 defuault shader or attach shader directly to the node you wish to render.

 Alternatively you may choose to disable the default shader, (
 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599)
  however
 you will lose the DOF, glare and fogging effects if no other shader
 implementation is provided.

 Regards,

 Kim.



 On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi all,

 I'm using osgOcean and placing a model in the middle of the ocean,
 this model has some material properties (its basically a .ive file), 
 when i
 load the model with osgViewer, its fine, i see all the colors etc. but 
 when
 i render it placing it inside the ocean, i loose the features of the 
 model.
 I read somewhere in the forum to try disabling the shaders and recompile
 osgOcean (though i felt it had nothing to do with the shaders, just gave 
 a
 try), did anyone else try loading models in osgOcean ??

 Regards,
 Mahendra

 --
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Re: [osg-users] material definition lost

2011-02-22 Thread Mahendra G.R
Hi Kim,

i wrote a really simple shader, which does nothing but assign red color to
the model, but i see water like reflections on the model, thats why i'm
confused :( , however, if i run the program with --disableShaders argument,
then i loose all the nice effects and also the specular highlights on the
model.


Regards,

On Tue, Feb 22, 2011 at 5:27 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Mahendra,

 Regardless of whether there are any other shaders at work, if you attached
 a shader to your model it should override any other shaders bound before it.

 I don't really know what else to suggest, there are too many unknown
 variables for me to diagnose the problem. I don't know what shader you used,
 or what material properties your model has etc.

 Regards,

 Kim.


 On 22 February 2011 15:54, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 still no result :( , i wrote two shaders and attached it to my model, and
 disabled useDefaultShader flag, but still i see specular hightlight on the
 model, exactly like in the water, still some shader working somewhere??

 Regards,


 On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R mahen...@mahendragr.comwrote:

 Yes, i will do that, thanks for your support

 Regards,


 On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale kcb...@googlemail.com wrote:

 If you are disabling the default shader then the lighting effects you
 see will be the result of the fixed function shading. You should look at 
 the
 specular properties of the light and the material and check that they are
 not too high.

 K.

 On 22 February 2011 13:29, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 I disabled the default scene shader and now the model looks very
 specular, though i see some color, does light source has any effect here?,


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R mahen...@mahendragr.com
  wrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the shaders,
 but somehow the stateset of my model is being changed (i guess), Is there
 way to overcome this problem without disabling the shaders and loosing 
 all
 those nice effects, basically my material ONLY has some color properties 
 and
 nothing more!, btw, im using the osgOcean example file to load my model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.comwrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques. By
 default osgocean will apply a default shader to all children that are 
 added
 to ocean scene. Certain effects like the glare and depth of field 
 shaders
 and fogging rely on a shader implementation to ensure that the relevant
 render targets are filled.

 The default shader provided by osgocean is very basic as I cannot
 anticipate everyone's shader needs. Thus if you want the default shader 
 to
 take into account particular material properties you can either 
 override the
 defuault shader or attach shader directly to the node you wish to 
 render.

 Alternatively you may choose to disable the default shader, (
 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599)
  however
 you will lose the DOF, glare and fogging effects if no other shader
 implementation is provided.

 Regards,

 Kim.



 On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi all,

 I'm using osgOcean and placing a model in the middle of the ocean,
 this model has some material properties (its basically a .ive file), 
 when i
 load the model with osgViewer, its fine, i see all the colors etc. but 
 when
 i render it placing it inside the ocean, i loose the features of the 
 model.
 I read somewhere in the forum to try disabling the shaders and 
 recompile
 osgOcean (though i felt it had nothing to do with the shaders, just 
 gave a
 try), did anyone else try loading models in osgOcean ??

 Regards,
 Mahendra

 --
 http://www.mahendragr.com

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[osg-users] Window re-size in osgOcean

2011-02-21 Thread Mahendra G.R
Hi,

Is there a way to make the osgOcean handle the resize events for the
window?, i tried adding an event handler in the example file, but it only
resizes the window or makes it full screen but the ocean scene remains the
same size, where can i find the resize or wiindow handler for osgOcean?.

Thanks,
Regards

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Re: [osg-users] Window re-size in osgOcean

2011-02-21 Thread Mahendra G.R
Hi agian,

I found another problem with osgOcean (or im missing something), i have
loaded a model(.ive) along with the ocean(using the osgOcean example)
however, i dont see any of the model's material properties displayed, but
when i display the model with osgViewer, itseems fine.

Thanks,
Regards

On Mon, Feb 21, 2011 at 3:55 PM, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi,

 Is there a way to make the osgOcean handle the resize events for the
 window?, i tried adding an event handler in the example file, but it only
 resizes the window or makes it full screen but the ocean scene remains the
 same size, where can i find the resize or wiindow handler for osgOcean?.

 Thanks,
 Regards

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[osg-users] Regarding osgOcean

2011-02-18 Thread Mahendra G.R
Hello all,

I was trying to build osgOcean but had some problems, i wanted to know which
version of gcc is being used (or does it matter?), currently i have gcc
4.1.2, when i try to build osgOcean, i get the following error,

/opt/openscenegraph/2.8/include/osgDB/fstream:32: error: invalid use of
undefined type ‘struct std::fstream’
/usr/lib/gcc/i386-redhat-linux/4.1.2/../../../../include/c++/4.1.2/iosfwd:95:
error: declaration of ‘struct std::fstream’


Can anyone tell me what is wrong with my setup,
osg version : 2.8
cmake version : 2.6.4
osgOcean : latest

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[osg-users] Regarding Osgocean

2011-02-18 Thread Mahendra G.R
Hello all,

can anyone please tell me if GCC version matters when compiling osgOcean?, i
have a problem compiling it, the error i get is :

 make
[  5%] Building CXX object
src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o
/localhome/mgopaludur/OSG/OpenSceneGraph-2.8.3/include/osgDB/fstream:32:
error: invalid use of undefined type ‘struct std::fstream’
/usr/lib/gcc/i386-redhat-linux/4.1.2/../../../../include/c++/4.1.2/iosfwd:95:
error: declaration of ‘struct std::fstream’
/localhome/mgopaludur/OSG/OpenSceneGraph-2.8.3/include/osgDB/fstream:44:
error: invalid use of undefined type ‘struct std::ifstream’
/usr/lib/gcc/i386-redhat-linux/4.1.2/../../../../include/c++/4.1.2/iosfwd:89:
error: declaration of ‘struct std::ifstream’
/localhome/mgopaludur/OSG/OpenSceneGraph-2.8.3/include/osgDB/fstream:56:
error: invalid use of undefined type ‘struct std::ofstream’
/usr/lib/gcc/i386-redhat-linux/4.1.2/../../../../include/c++/4.1.2/iosfwd:92:
error: declaration of ‘struct std::ofstream’
make[2]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o]
Error 1
make[1]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/all] Error 2
make: *** [all] Error 2

what am i doing wrong?, it will be really nice if someone comes up with an
explaination

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[osg-users] Reading/writing float data into an image

2010-10-15 Thread Mahendra G.R
Hello guys,

I'm trying to write and then read back float data from an image but for some
reason only the last written data seems correct


code:

dirImage-allocateImage((int) vertices.size(), (int)vertices.size(),
(int)vertices.size(), GL_RGB, GL_FLOAT);

for ( unsigned int i = 0; i  vertices.size(); i++)
  {
  osg::Vec3 pos = vertices[i];
  (float )dirImage-data(i)[0] = pos.x();
  (float )dirImage-data(i)[1] = pos.y();
  (float )dirImage-data(i)[2] = pos.z();

  std::coutactual.x ispos.x()std::endl;
  std::coutactual.y ispos.y()std::endl;
  std::coutactual.z ispos.z()std::endl;

  std::coutpos.x is(float )dirImage-data(i)[0]std::endl;
  std::coutpos.y is(float )dirImage-data(i)[1]std::endl;
  std::coutpos.z is(float )dirImage-data(i)[2]std::endl;


  }

can anybody point out the mistake, sorry if its too silly.

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Re: [osg-users] Reading/writing float data into an image

2010-10-15 Thread Mahendra G.R
Hello Laurens,

Thank you, you are correct it worked.

Best regards,

On Fri, Oct 15, 2010 at 11:23 AM, Laurens Voerman l.voer...@rug.nl wrote:

 Hi Mahendra ,
 osgimage::data() returns an (unsigned char *) so the array indexing only
 steps one byte. use

 ((float *)dirImage-data(i))[0] = pos.x();//same effect
 ((float *)dirImage-data(i))[1] = pos.y();//different effect
 ((float *)dirImage-data(i))[2] = pos.z();

 Laurens.


 On 10/15/2010 10:55 AM, Mahendra G.R wrote:

 Hello guys,

 I'm trying to write and then read back float data from an image but for
 some reason only the last written data seems correct


 code:

 dirImage-allocateImage((int) vertices.size(), (int)vertices.size(),
 (int)vertices.size(), GL_RGB, GL_FLOAT);

 for ( unsigned int i = 0; i  vertices.size(); i++)
   {
   osg::Vec3 pos = vertices[i];
   (float )dirImage-data(i)[0] = pos.x();
   (float )dirImage-data(i)[1] = pos.y();
   (float )dirImage-data(i)[2] = pos.z();

   std::coutactual.x ispos.x()std::endl;
   std::coutactual.y ispos.y()std::endl;
   std::coutactual.z ispos.z()std::endl;

   std::coutpos.x is(float )dirImage-data(i)[0]std::endl;
   std::coutpos.y is(float )dirImage-data(i)[1]std::endl;
   std::coutpos.z is(float )dirImage-data(i)[2]std::endl;


   }

 can anybody point out the mistake, sorry if its too silly.

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[osg-users] Regarding RTT

2010-10-08 Thread Mahendra G.R
Hi all,

I'm still not able to figure out how to read data from the texture, how
should i read back back the data from a texture?, what i'm doing now is
simply attaching an image to the camera and trying to save it on to the
disc, which is not working.  currently i'm just trying to set a color like
gl_FragColor = red in my fragment shader.



Thanks,
Best regards

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Re: [osg-users] Regarding RTT

2010-10-08 Thread Mahendra G.R
Hi Aitor,

Can you please tell me how you are doing it (saving it onto an image) when
ur using a simple color. It would be really helpful for mel.



Thanks,
Best regards

On Fri, Oct 8, 2010 at 10:39 AM, Aitor Ardanza aitoralt...@terra.es wrote:

 Hi Mahendra,

 I'm workin on osgmultiplerendertargets.cpp example to do something like
 you... see attached code. Do not forget to call command arguments --image.

 I have not succeeded with: gl_FragData[0] = texture2D( baseMap, Texcoord );
 but gl_FragData[1] = vec4(0,1,0,1); works, and I can save the image to a
 file. Why can't use with other texture information?

 Cheers,
 Aitor

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Re: [osg-users] Regarding RTT

2010-10-08 Thread Mahendra G.R
Hi Aitor,

No problem, i just wanted to know how you are writing it onto the file as an
image, writeImageFile ?



On Fri, Oct 8, 2010 at 11:04 AM, Aitor Ardanza aitoralt...@terra.es wrote:

 It is a bit complex to explain, and my english level is very low ...
 but it's all in the attachment. You have to make several changes to work:
 Code:
 const int tex_to_get = 1;
 and
  static const char *shaderSource = {
uniform sampler2DRect textureID0;\n
uniform sampler2DRect textureID1;\n
uniform sampler2DRect textureID2;\n
uniform sampler2DRect textureID3;\n
void main(void)\n
{\n
gl_FragData[0] = \n
  vec4(texture2DRect( textureID1, gl_TexCoord[0].st
 ).rgb, 1);\n
}\n
 };



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[osg-users] render to 3d texture

2010-10-08 Thread Mahendra G.R
Hi all,


I was trying out Render to 3D texture from here :
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20080430/5fea58f1/attachment.txtand
i'm getting an error like this :

Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5

Am i running out of FBO's, is there a limit for it?
Still i dont see any values in my texture/image.

Thanks,
Best regards.
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[osg-users] Regarding texture rectangle in MRT example

2010-10-07 Thread Mahendra G.R
Hello,

I'm doing exactly as it is shown in the osgmultiplerendertarget example, but
i get an error when i declare and try to initialize an object of
textureRectangle

code :

osg::TextureRectangle* textureRect[256] = {0,0,0,0};
for (int i=0;iZ;i++)
{
textureRect[i] = new osg::TextureRectangle;
   //..
}

I get an error saying invalid use of undefined type struct
osg::TextureRectangle,

Another question : Should i create a quad and attach the textures and then
render it?



 please excuse me if its a silly question.




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Re: [osg-users] Render to texture

2010-10-07 Thread Mahendra G.R
Hi Aitor,

Sorry, what exactly do you want me to tell?, i'm trying to RTT of some data
with a FBO, in a fragment shader that is.  Then take this texture data and
save it onto to the disc as an image, this is where i'm struck, because what
i'm doing is for 3D data, it would be really nice if someone explains me how
to save/read the data from the texture and save it as an image.  I checked
the examples but itseems i'm missing something, i have directly attached an
image to the texture and trying to save it, something like this :


textureCamera-attach( osg::Camera::COLOR_BUFFER, Image );
osgDB::writeImageFile(*Image, sample.png);


Regards,

On Thu, Oct 7, 2010 at 4:31 PM, Aitor Ardanza aitoralt...@terra.es wrote:

 Hi Mahendra,

 Mahendra G.R wrote:
  Hello Robert,
 
  Thanks, i figured it out.
 
  On Fri, Oct 1, 2010 at 2:42 PM, Robert Osfield  () wrote:
  --
  http://www.mahendragr.com (http://www.mahendragr.com)
 
   --
  Post generated by Mail2Forum


 I'm trying something similar like you, but in fragment shader I need to
 work with two textures...
 Can you explain briefly the steps you followed?
 Thanks!

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[osg-users] Render to texture

2010-10-01 Thread Mahendra G.R
Hello guys,

this is my situation : i have a fragment shader doing some calculation and i
want to store it in a texture, i saw some examples but most of them dont
talk about shaders.  how can i get the data back from the shader and store
it as a texture using OSG.  I'm trying to do it with an FBO and a camera to
render




Thanks,
Best regards

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Re: [osg-users] Render to texture

2010-10-01 Thread Mahendra G.R
Hello,

Thanks or ur reply, how should i read back the data from the texture, can i
attach an image to the camera(or texture?) and read data from that image?,
is it possible and how.



Thanks,
Best regards

On Fri, Oct 1, 2010 at 12:52 PM, Ulrich Hertlein u.hertl...@sandbox.dewrote:

 Hi,

 On 1/10/10 20:11 , Mahendra G.R wrote:
  this is my situation : i have a fragment shader doing some calculation
 and i want to store
  it in a texture, i saw some examples but most of them dont talk about
 shaders.  how can i
  get the data back from the shader and store it as a texture using OSG.
  I'm trying to do
  it with an FBO and a camera to render

 In general render to texture is no different when using shaders.  You setup
 the camera to
 render to a texture and the shader is ignorant of where it's writing its
 gl_FragColor to.

 The situation changes a little when you need to write to multiple render
 targets from the
 fragment shader.

 Cheers,
 /ulrich
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Re: [osg-users] Render to texture

2010-10-01 Thread Mahendra G.R
Hello Robert,

Thanks, i figured it out.

On Fri, Oct 1, 2010 at 2:42 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 HI Mahendra

 On Fri, Oct 1, 2010 at 1:30 PM, Mahendra G.R mahen...@mahendragr.com
 wrote:
  Thanks or ur reply, how should i read back the data from the texture, can
 i
  attach an image to the camera(or texture?) and read data from that
 image?,
  is it possible and how.

 See osgprerender example, in particular the code path that is used when you
 run:

  osgprerender --image

 Robert.
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Re: [osg-users] Render to texture

2010-10-01 Thread Mahendra G.R
Hello,

Sorry guys, i have a problem agian.  What i'm trying to do is render into a
3D texture and i have a problem here, as far as i know, what i'm doing now
is render into a 2D texture (using a FBO).  I saw some samples in opengl
where they actually loop through all the slices in Z direction and produce a
3D texture.  how should i do this in osg?.  Sorry if my questions are stupid


Thanks,
Best regards

On Fri, Oct 1, 2010 at 2:47 PM, Mahendra G.R mahen...@mahendragr.comwrote:

 Hello Robert,

 Thanks, i figured it out.


 On Fri, Oct 1, 2010 at 2:42 PM, Robert Osfield 
 robert.osfi...@gmail.comwrote:

 HI Mahendra

 On Fri, Oct 1, 2010 at 1:30 PM, Mahendra G.R mahen...@mahendragr.com
 wrote:
  Thanks or ur reply, how should i read back the data from the texture,
 can i
  attach an image to the camera(or texture?) and read data from that
 image?,
  is it possible and how.

 See osgprerender example, in particular the code path that is used when
 you run:

  osgprerender --image

 Robert.
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Re: [osg-users] Render to texture

2010-10-01 Thread Mahendra G.R
Hello Robert,

Ok, will do that.  I'm pretty new to ALL these things.

On Fri, Oct 1, 2010 at 3:38 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Mahendra,

 Hows about looking at the osg::Camera API, it should become obvious
 how one sets a specific face of texture cube map or a 3d texture when
 doing render to texture.  Learning how to investigate how to solve
 your own problems by looking at the API and examples will really speed
 your progress.

 Robert.

 On Fri, Oct 1, 2010 at 2:32 PM, Mahendra G.R mahen...@mahendragr.com
 wrote:
  Hello,
 
  Sorry guys, i have a problem agian.  What i'm trying to do is render into
 a
  3D texture and i have a problem here, as far as i know, what i'm doing
 now
  is render into a 2D texture (using a FBO).  I saw some samples in opengl
  where they actually loop through all the slices in Z direction and
 produce a
  3D texture.  how should i do this in osg?.  Sorry if my questions are
 stupid
 
 
  Thanks,
  Best regards
 
  On Fri, Oct 1, 2010 at 2:47 PM, Mahendra G.R mahen...@mahendragr.com
  wrote:
 
  Hello Robert,
 
  Thanks, i figured it out.
 
  On Fri, Oct 1, 2010 at 2:42 PM, Robert Osfield 
 robert.osfi...@gmail.com
  wrote:
 
  HI Mahendra
 
  On Fri, Oct 1, 2010 at 1:30 PM, Mahendra G.R mahen...@mahendragr.com
  wrote:
   Thanks or ur reply, how should i read back the data from the texture,
   can i
   attach an image to the camera(or texture?) and read data from that
   image?,
   is it possible and how.
 
  See osgprerender example, in particular the code path that is used when
  you run:
 
   osgprerender --image
 
  Robert.
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[osg-users] Regarding image::data

2010-09-24 Thread Mahendra G.R
Hello Guys,

I have a small situation here, i'm trying to write float data into an image
file using image-data(x,y,z)[0] = 0.352 (an example), but it automatically
converts it into char, how can i prevent this?

Thanks,
Best regards

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Re: [osg-users] Regarding image::data

2010-09-24 Thread Mahendra G.R
Hello,

@Robert, Mahendra is ok :).

Btw, i gave GL_FLOAT as the type, i took Robert's suggestion and itseems
working, however, i'm getting values from 0-255 (converted?) and not the
actual float values stored.

this is what i'm exactly doing :

code:


(float)image-data(0,0,0)[0] = 0.33
  [1] = 0.56
  [2] = .83

and printing them back casting to float.  what am i doing wrong?



Thanks,
Best regards.
On Fri, Sep 24, 2010 at 3:31 PM, Werner Modenbach 
werner.modenb...@texion.eu wrote:

 Hi Mahendra G.R,

 what type does image have?
 If it is something like RGBA you try to assign a float to an unsigned byte.
 This will do implicit conversion.

 - Werner -

 On Friday 24 September 2010 15:21:37 Robert Osfield wrote:
  Hi Mahendra? G.R?
 
  All you need to do is cast the data return type to float.
 
  Robert.
 
  On Fri, Sep 24, 2010 at 2:04 PM, Mahendra G.R mahen...@mahendragr.com
 wrote:
   Hello Guys,
  
   I have a small situation here, i'm trying to write float data into an
   image file using image-data(x,y,z)[0] = 0.352 (an example), but it
   automatically converts it into char, how can i prevent this?
  
   Thanks,
   Best regards
  
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