Hi Daneil,
All the shadow mapping techniques AFAIR support multitexturing.
You will have to provide you custom vertex and fragment shader however.
Also you should set the texture unit/texture coordinates for the shadow
to texture-count + 1.
Just look into the sources, there are the
Anyone knows how to do this?
Thank you!
Cheers,
Sergey
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I have a hard time understanding that the osgShadow implementations should
support multitexturing when they never mix the colors oft he different texture
units... Ok, I'm not yet that settled in glsl maybe there is some magic working
behind, which I do not understand.
I'm having a closer look
Am 20.03.2012 09:26, schrieb Daniel Schmid:
I have a hard time understanding that the osgShadow implementations
should support multitexturing when they never mix the colors oft he
different texture units... Ok, I'm not yet that settled in glsl maybe
there is some magic working behind, which
Hi Daniel,
On 20 March 2012 08:26, Daniel Schmid daniel.sch...@swiss-simtec.ch wrote:
I have a hard time understanding that the osgShadow implementations should
support multitexturing when they never mix the colors oft he different
texture units… Ok, I’m not yet that settled in glsl maybe
Hi Sergey,
Anyone knows how to do this?
just a suggestion
you may take a look at osg code ( nodetrackermanipulator),
and adjust it to your needs as you would get desired camera out of existing
codebase for camera matrix manipulation.
Regards
Sergey
On Tue, Mar 20, 2012 at 11:50 AM, Sergey
There is a remaining question. In StandardShadowMap.cpp Lines 632 - 639 (osg
3.0.1) I find lines setting the texture mode for stage 1-4. Why is there a
limitation to these 4 stages, and what are they doing? If my model uses 4
textures and the shadow should go on layer 5, could this be a
Hi, Sergey
Я уже голову сломал с этими матрицами.
;-)
Cheers,
Sergey
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Hi,
These lines limit the textures used for rendering shadow map. Basically
there is no need to render the models with textures when we only render
depth in shadow map. The only exception are textures which can contain
alpha and then models will not render the parts with full transparency. So
the
Hi Hartwig,
The warning looks inappropriate, I've removed it and check the change
into svn/trunk.
Thanks,
Robert.
On 19 March 2012 21:41, Hartwig Wiesmann hartwig.wiesm...@wanadoo.nl wrote:
Hi,
in osgView::PixelBufferCocoa::realizeImplementation there is a line
Code:
std::cout
Hi Sergey,
in computeNodeCenterAndRotation
take a look at
coordinateFrame , I expect it should be unit matrix to be at center of
object.
Regards
Sergey
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Hi there
I was searching osg to find out what happens with textures when a model node is
loaded from file (for example openflight *.flt model). Does osg automatically
create uniforms samplers for shaders to access the textures? Do these uniforms
have specific names ? or do I have to manually
Hi
I was able to find a workaround to this problem by adding an overall white
colour to the textured quad
Code:
osg::ref_ptrosg::Vec4Array colors = new osg::Vec4Array;
colors-push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f)); // needs to be white!
geom-setColorArray(colors.get());
Hello Robert
Your right I should be more precise with my language.
I was wondering if there are collections of shapes available for use in
OpenSceneGraph applications.
I was thinking more like the the mathematically defined shapes that Christian
suggested.
But the objects that Andrew
There are some objects in osg::ShapeDrawable, but they are not
optimized for speedy rendering.
Its constructor takes an osg::Shape, such as Box, Capsule, Cone,
Cylinder, Sphere, ...
Good enough for composing test scenes.
Christian
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And if it's not possible, is there any way to change the filters once I've read
a terrain.ive file into an osg project? I've seen this code snippet:
Code:
osg::osg::Node* terrain = osgDB::readNodeFile(terrain.ive);
osg::Texture2D* tex = new osg::Texture2D;
Hi,
Thanks to everyone for the help given, the problem has been solved now. Your
hunch was indeed correct about requiring a reinstall. What exactly went wrong
during the initial install hasen't become clear, but the segmentation fault and
the warning dissappeared after said reinstall.
As a
Hi,
I am trying to reuse Geometry objects between multiple osg::Node instances and
apply geometry shader to reposition them. On the attached testcase I tried to
implement this. The first osg::Node instance uses unmodified Geometry, and the
second one uses vertex shader to shift the quad
Sounds like it might be getting clipped by the near clip plane. OSG
automatically computes a near clip plane based on the bounds of the real
geometry in the scene. It doesn't account for geometry that's altered by a
vertex shader. Check into osg::CullSettings for ways to alter the way clip
planes
Hi you need to manually create them and add to statesets. If you'll save model after that - they will be saved correctly and will be there on model load. 20.03.2012, 17:15, "Daniel Schmid" daniel.sch...@swiss-simtec.ch:Hi thereI was searching osg to find out what happens with textures when a model
Thanks, Glenn. I now think it really is the case, because if I position 2
geometries close enough, the second one isn't truncated. I will investigate in
details the CullSettings class.
Cheers,
Eldar
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There's actually one more question I intended to ask: in case of sharing a
Geometry object through the API does it actually create only one instance of it
on the graphics card side? The whole reason I use this trick to save both
systems and graphics memory.
Cheers,
Eldar
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Yes, single instance.
Glenn Waldron / @glennwaldron
On Tue, Mar 20, 2012 at 11:51 AM, Eldar Insafutdinov
e.insafutdi...@gmail.com wrote:
There's actually one more question I intended to ask: in case of sharing a
Geometry object through the API does it actually create only one instance
of
HI Ethan,
Texture filter is controlled per osg::Texture, you can't override the
filtering without overriding a the texturing.
If you want to modify the filtering of the textures that an osgTerrain
based database they you'll need to load the scene graph then search
the scene graph to locate the
Hi Eldar,
I you don't assign a colour to a geometry and the shader/fixed
function pipeline is using colour then it'll inherit it's state from
the last time that it was applied, in your case it would have been
other geometry in your scene. If you want a specific colour on
geometry then you need
Hi Mark,
On 20 March 2012 15:07, Mark Green hlgamead...@hotmail.com wrote:
Thanks to everyone for the help given, the problem has been solved now. Your
hunch was indeed correct about requiring a reinstall. What exactly went wrong
during the initial install hasen't become clear, but the
Hi,
I would like to add a global uniform to my scene graph (OSG 3.0.1).
By global, I mean that all shaders can access to its value, anywhere in the
graph
So, first I've binded this uniform on my scene graph root object, it works well.
But now, the project has evolved and I need a modification
Hi,
Lets say:
A Quad (4 * 3 units) at pos(0, 10, 0), rot(0, 45, 0).
The screen is 800 * 600 (ratio 4/3)
What is the trans rot needed from the Quad for the Quad to fill the entire
screen?
I need to pull back from the Quad for it to exactly fill the screen.
Any advice?
...
Thank you!
Hi Wojtek,
This should be no problem for models with more
texture stages as long as you substitute shadow technique shaders with
your own set which can process your multiple textures correctly.
Almost correct - the problem is that the shadow technique also disable
all shaders for the shadow
I need to pull back from the Quad for it to exactly fill the screen.
You may be going about this wrong. What are you actually trying to
accomplish?
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