[osg-users] FBO and Render to Texture

2014-07-18 Thread Saravanan Sivaprahasam
Hi,

 I have a scene to be captured by camera and render it to a texture. I am 
applying shaders to post process the scene and draw the scene as texture to a 
scene aligned quad. 

I need clarification regarding applying shaders and drawing the scene. Does it 
needs to implemented as camera callback. Kindly suggest me a suitable method  

Thank you!

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[osg-users] Performance issue regarding number of drawables

2011-07-19 Thread Saravanan Sivaprahasam
Hi,

   I need to clarify some doubts regarding texture size and number of drawables 
(Geometry) in a node and its effect on 'draw time'. 

   For example i've a osg node, with a geode present inside a MatrixTransform. 
The geode contains 4 geometries (drawables), each drawable has a diffuse 
texture of size 512x512. Now the number of draw calls is 4. (correct me if i'm 
wrong). Now i'm converting the four 512x512 textures into single 1024x1024 
texture (single material) in photoshop and apply it to the mesh in 3D Software 
(blender or 3D Studio Max) and exported it to OSG format. Now the geode in the 
osg file contain a single drawable with a single material and texture. 

I would like to know whether the four drawables or single drawable will 
consume more time to draw. 

How is the draw time affected when multiple UV's are applied to the mesh 
for the above case.

... 

Thank you!

Cheers,
Saravanan

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[osg-users] Shadows : Creating multiple osgShadow::ShadowedScene

2010-09-27 Thread Saravanan Sivaprahasam
Hi,

   I'm rendering shadows using osgShadow::ShadowMap method. For large outdoor 
scenes with various objects, the rendered shadows look pixelated and self 
shadows on objects are not correct. I've increased the shadow map resolution to 
4096, but still it is not correct. 

  So i have created two shadowed scenes (osgShadow::ShadowedScene ) each having 
a separate light source and shadow map of 4096 resolution. The second 
osgShadow::ShadowedScene that is added (last) as a child to root node is 
getting rendered, while the first shadowed scene added to root is not getting 
rendered. 

Please provide some suggestions to get the shadows rendered correctly 

Thank you!

Cheers,
Saravanan

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Re: [osg-users] Shadows : Creating multiple osgShadow::ShadowedScene

2010-09-27 Thread Saravanan Sivaprahasam
Thanks for the reply. 

But could any one explain me why it is not possible to add two 
osgShadow::ShadowedScene  to the root node


Thank you!

Cheers,
Saravanan

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[osg-users] Adding ShadowedScene as a child ?

2010-09-21 Thread Saravanan Sivaprahasam
Hi,

   I'm using osgShadow::ShadowedScene to render shadows using shadowmap. The 
shadows are rendered correctly. As my scene graph gets complex i want to add 
the ShadowedScene as a child to another node as shown below 


Code:

ref_ptrGroup scene (new Group);

//Main light source 
Vec3 lightPosition(0,0,3); 
LightSource* ls = new LightSource;
ls-getLight()-setPosition(Vec4(lightPosition,1));
ls-getLight()-setAmbient(Vec4(0.2,0.2,0.2,1.0));
ls-getLight()-setDiffuse(Vec4(0.6,0.6,0.6,1.0));

//Shadow stuff!!!   
ref_ptrosgShadow::ShadowedScene shadowedScene = new 
osgShadow::ShadowedScene;
ref_ptrosgShadow::ShadowMap sm = new osgShadow::ShadowMap;
shadowedScene-setShadowTechnique(sm.get());
sm-setTextureSize(osg::Vec2s(2048, 2048));
sm-setTextureUnit(1);
sm-setLight(ls);

// Shadowed scene added as a child to scene
scene-addChild(shadowedScene.get());

// Set scene data
viewer.setSceneData(scene.get());





As shown above if i add the shadowedScene to scene and set the scene data to 
scene, the shadows are not getting rendered. If i set the sceneData to 
shadowedScene the shadows are rendered correctly. But the scene graph has some 
other elements such as ODE physics, shaders applied to some nodes etc., are 
getting disabled if i set sceneData to shadowedScene.

   Please provide some suggestions on how to get the shadow effect by by adding 
the shadowedScene as a child


Thank you!

Cheers,
Saravanan

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[osg-users] Disable maximize button in Win32 window

2010-07-13 Thread Saravanan Sivaprahasam
Hi,
 I've tried using the following code to disable the maximize button in the 
window.
 
osgViewer::ViewerBase::Windows wins;
viewer-getWindows(wins);
osgViewer::GraphicsHandleWin32* hwnd = 
dynamic_castosgViewer::GraphicsHandleWin32*(wins[0]);

HMENU hMenu = ::GetSystemMenu(hwnd-getHWND(), FALSE);
::EnableMenuItem(hMenu, SC_MAXIMIZE, MF_BYCOMMAND | (MF_DISABLED | MF_GRAYED));

The above code is not working for maximize button, but it works well for close 
button. Is there any other way to achieve this

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[osg-users] [osgOcean] osgOcean unhandled exception error

2010-05-31 Thread Saravanan Sivaprahasam
Hi,

We've compiled the osgOcean sucessfully and the osgExample runs well.

When we quit the application, the compiler vc++ 2008 (express edition) shows an 
unhandled exception

hxxp://img514.imageshack.us/img514/4452/unhandle.jpg


Thank you!

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[osg-users] Problem with derived class from osg::Drawable

2010-05-12 Thread Saravanan Sivaprahasam
Hi,
 i derived a class from osg::Drawable. When ever i try to create an 
instance, the compiler is giving me the following error

error C2259: 'TDrawable' : cannot instantiate abstract class
1due to following members:
1'osg::Object *osg::Object::cloneType(void) const' : is abstract
1C:\Program Files\OpenSceneGraph\include\osg/Object(80) : see 
declaration of 'osg::Object::cloneType'
1'osg::Object *osg::Object::clone(const osg::CopyOp ) const' : is 
abstract
1C:\Program Files\OpenSceneGraph\include\osg/Object(84) : see 
declaration of 'osg::Object::clone'

Here is the actual code


Code:

class TDrawable : public osg::Drawable
{
public:
// Constructor
TDrawable() {}
 
// Destructor
~TDrawable() {}

virtual void drawImplementation (osg::RenderInfo renderInfo) const
{

}

};

int main()
{
   ..

TDrawable TBarDraw;

..
..

}





Please help me to solve this problem


Thank you!

Cheers,
saravanan[/code]

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