Re: [osg-users] Problem passing matrices as uniform

2012-08-13 Thread Sergey Polischuk
Hi I think its wrong matrix multiplication order: mvmatrix = _viewercam-getProjectionMatrix()*vmatrix*wmatrix; should be mvmatrix = wmatrix*vmatrix*_viewercam-getProjectionMatrix(); in osg to transform vertex you use v = v * m, in shaders it's opposite Cheers, Sergey. 12.08.2012, 12:59, Felix

Re: [osg-users] Problem passing matrices as uniform

2012-08-13 Thread Felix Meißgeier
Hi, yes I also recognized this as the main-mistake this morning... anyway thanks for help ! regards, Felix -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49244#49244 ___ osg-users mailing list

[osg-users] Screen Capture Artifacts

2012-08-13 Thread Adam Stambler
Hello Folks, I am using OSG to render a scene and take a huge number of screen shots from of tons of different orientations and positions. When looking at the rendering through my viewer, everything looks correct. However, when I look at the saved screen shots, there are obvious artifacts. It

Re: [osg-users] Screen Capture Artifacts

2012-08-13 Thread Adam Stambler
Hello Folks, Sorry for bothering you all with my question. I figured out the problem. I thought that osgViewer::Viewer was single threaded by default. It is not. It turns out that there were other threads updating the image and causing the artifacts. Regards, Adam On Mon, Aug 13, 2012 at

[osg-users] OSG Arrays and custom allocators?

2012-08-13 Thread Paul Martz
Hi all -- There doesn't seem to be a way to use a custom allocator with an OSG Array type. Is that correct, or have I missed something? I have a large store of array data, and want to create a new instance of an OSG Array that references that data store without invoking a data copy or

[osg-users] Is there any way to preload textures/geometry?

2012-08-13 Thread Nick Jones
Hello, I am experiencing a performance decrease when OSG culls new objects into view for the first time. My current assumption is that the objects' textures and/or geometry must be pushed down to the GPU before it can be used. Once they are cached in the GPU, the performance returns to

Re: [osg-users] Is there any way to preload textures/geometry?

2012-08-13 Thread Jason Daly
On 08/13/2012 05:26 PM, Nick Jones wrote: Hello, I am experiencing a performance decrease when OSG culls new objects into view for the first time. My current assumption is that the objects' textures and/or geometry must be pushed down to the GPU before it can be used. Once they are cached

Re: [osg-users] Is there any way to preload textures/geometry?

2012-08-13 Thread Buckley, Bob CTR MDA/DES
osg::GraphicsOperation *gOp = camera-getRenderer(); ((osgViewer::Renderer *) gOp)-setCompileOnNextDraw(true); -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nick Jones Sent: Monday, August 13, 2012

Re: [osg-users] Is there any way to preload textures/geometry?

2012-08-13 Thread Nick Jones
Buckley, Bob CTR MDA/DES wrote: osg::GraphicsOperation *gOp = camera-getRenderer(); ((osgViewer::Renderer *) gOp)-setCompileOnNextDraw(true); Thank You Bob! That did the trick... Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49254#49254

Re: [osg-users] Interesting Problem with Segmentation Fault in eventTraversal

2012-08-13 Thread Mike Hatcher
Hi, Turns out it isn't when the mouse leaves the full screen window of the VM but rather is moved into certain regions of the window. I'm going to have to spend some time figuring out what the heck is going on here Thank you! Cheers, Mike -- Read this topic online here:

[osg-users] Using VPB for existing openflight database

2012-08-13 Thread paul.ta...@internode.on.net
Hi all, We have a database whose scenegraph configuration is pretty flat and I was wondering if it is possible to use VirtualPlanetBuilder to put our existing openflight database into VPB's quad tree format. As well as utilizing vpb's other features? Regards Paul