Re: [osg-users] Node kit construction

2009-07-09 Thread Gordon Tomlinson
Hi Bob Look to the source its full of node kits Such as osgSim , osgAnimation etc... I don't know of any specific tutorials, but following the source of this is relativity straight forward if you're semi-comfortable using OSG

[osg-users] Ideal and worst scene graph scenario

2009-07-09 Thread Harold Comere
Hi all, I want to do a kind of performance benchmark for my application. So i have done a class that display X triangles in Y geodes ( X and Y varying ), render it few seconds, compute average fps then do it with another X and Y. Two things : - I have noticed that for a given amount of

[osg-users] Extending drawinstanced example.

2009-07-09 Thread Nico Kruithof
Hello, I'm trying to extend the draw instanced example in such a way that I can position the quads outside of the shader. So I would like to be able to use an array of positions inside the vertex shader that I would index with gl_InstanceID and use that to offset the current instance. The array

Re: [osg-users] OSG Texture - CEGUI Texture

2009-07-09 Thread Judd Tracy
You might want to look at Delta3D last time I checked I think they were working on something for this. On Thu, Jul 9, 2009 at 11:15 AM, Brad Huber br...@procerusuav.com wrote: Hello, I’m currently using an RTT Camera within OSG and I would like to use the texture associated with it in

Re: [osg-users] Ideal and worst scene graph scenario

2009-07-09 Thread Jason Daly
Paul Martz wrote: Are all your Geodes within the view frustum and not culled? If so, I'd think the fewer Geodes case would be faster. But if some are culled, then the more Geodes case would take advantage of host culling, sending less data to the hardware, and would therefore run faster. I

Re: [osg-users] Ideal and worst scene graph scenario

2009-07-09 Thread Gordon Tomlinson
Cool, Interesting paper __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com http://www.vis-sim.com/ www.gordontomlinson.com http://www.gordontomlinson.com/

Re: [osg-users] Node Mask bit definition

2009-07-09 Thread Gordon Tomlinson
From my point of view I would have to disagree :) Every time you add a traverser (or visitor in OSG terms), you'd have to go and update the Node classes to recognize it, which is kind of a pain. That's not a pain for me, that's flexibility and finer control :) Having only one mask is for

Re: [osg-users] Node Mask bit definition

2009-07-09 Thread Garrett Potts
Hello All: Thank you for the help. This has cleared it up. Take care and have a good day Garrett On Jul 9, 2009, at 11:24 AM, Jason Daly wrote: Gordon Tomlinson wrote: Hi Garrett Unfortunately the OSG only supports one node mask that is shared by all process app, cull, draw, update,

Re: [osg-users] Extending drawinstanced example.

2009-07-09 Thread Paul Martz
What you want to do can be easily done using a Uniform array. See the Uniform header. For the shader side of things, see the orange book, or attend my upcoming OpenGL 3 course: www.techsoupcorp.com. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 Nico

Re: [osg-users] Extending drawinstanced example.

2009-07-09 Thread Nico Kruithof
Hi Paul, Thanks. I already skimmed through the orange book but couldn't find uniform arrays, only floats or structs. I guess arrays work similarly. I'm interested in your course, but it's quite a trip from Europe. My background is in computational geometry, so my mathematical background is quite

[osg-users] A couple of questions

2009-07-09 Thread Daniel Drubin
Greetings, I got a couple of (hopefully trivial) questions. I work with my own viewer class which is derived from osgViewer::Viewer. I use OSG 2.6.1. 1) When I start rendering, the camera is always initially placed at some default position and direction, which apparently displays at the center

Re: [osg-users] A couple of questions (UNCLASSIFIED)

2009-07-09 Thread Butler, Lee Mr CIV USA USAMC
Classification: UNCLASSIFIED Caveats: NONE I can't answer all of them, but I've worked with two items: 3) How can I make some objects invisible entirely for some period of time? I use update callbacks. This is best done with the cull mask. See setNodeMask() on Node objects and setCullMask() on

Re: [osg-users] how to set per vertext attributes using osg

2009-07-09 Thread Bob Youmans
Thanks for the help, What I'm going to need is per geometry (e.g., osgGeometry::BIND_OVERALL), the shader attribute values will be the same for each Geode (e.g., model part). I just can't find any examples of the best way to do the binding and update the values each frame. I can probably figure

Re: [osg-users] how to set per vertext attributes using osg

2009-07-09 Thread Bob Youmans
Hi J-S, thanks for your helpful insights. I'm brand new to this shader stuff (osg::Programs, etc.), but I'm doing ok on the scenegraphs, nodes and callbacks. I've also got a lot more to learn about multiple cameras, render-to-texture, etc. I think my data items are going to be per Geode (e.g.,

Re: [osg-users] how to set per vertext attributes using osg

2009-07-09 Thread Bob Youmans
Thanks. I’ll definitely check it out. From: Ümit Uzun [mailto:umituzu...@gmail.com] Sent: Thursday, July 09, 2009 5:14 AM To: OpenSceneGraph Users Subject: Re: [osg-users] how to set per vertext attributes using osg Hi Bob; I had created sample Bump Mapping Effect with OSG and used

Re: [osg-users] how to set per vertext attributes using osg

2009-07-09 Thread Jean-Sébastien Guay
Hi Bob, I think my data items are going to be per Geode (e.g., thickness of a part), but I thought I still needed shader attributes instead of uniforms, because uniforms are per frame. Unless you're thinking I'd make an array of them where the indexing is the Geodes? Nope, you can set

[osg-users] Integrating shadows with osgOcean

2009-07-09 Thread Jean-Sébastien Guay
Hi all, I'm currently trying to integrate osgOcean into our application and I'm having trouble combining it with shadows. We're using osgShadow::LightSpacePerspectiveShadowMap (and derivatives). The problem seems to be that they both do additional RTT passes, and they seem to interfere with

Re: [osg-users] MatrixTransform accumulation

2009-07-09 Thread Ümit Uzun
Hi Yang, Translation operation isn't same as rotation operation. While one object is rotating in every transformation node by traversing the scene graph from parent to child, every node can effect the current rotation state to the target child node. Distinctly in translation operation every node

Re: [osg-users] A couple of questions

2009-07-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Daniel, In response to your questions below, these topics have been discussed in the past with plenty of input. May I recommend that you look at the archives http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org You can search on a particular topic to get the information you

Re: [osg-users] A couple of questions

2009-07-09 Thread Wang Rui
Hi Daniel 1. It is decided by the camera manipulator. Use viewer.setCameraManipulator() to set a user-defined manipulator. 2. Use LightSouce nodes to create lights. See osglight and other examples for details. 3. Use Switch, or setNodeMask(0) to prevent nodes from being traversed. 4. Why not?