Re: [osg-users] Mipmapping for downsampling

2012-09-26 Thread Sebastian Messerschmidt
Hi Kenzo. I think you are misinterpreting the last argument to the textureLod, which is an offset IIRC. I use the following to sample the last level (which is 1 px and gives you exactly the average): exp(texture2DLod(LuminanceSampler, vec2(0.5,0.5), 1000.0)); cheers Sebastian

Re: [osg-users] osgViewer takes over my standard input

2012-09-26 Thread Christoffer Pettersson
I tried switching to getline stringstream combo and also using the ignore statement to ignore previous content in the buffer. It still gave me the same non blocking result though. I received your code, I will have a look at it, thanks :) Kind Regards Christoffer -- Read this

Re: [osg-users] How to get position information

2012-09-26 Thread Robert Osfield
Hi Michael, On 26 September 2012 02:26, Michael W. Hall hal...@att.net wrote: Well I have my application displaying maps. I also believe that I have some DTED data loading. Now I would like to have the lat/long and elevation display in the status bar. My question is how do you get the

Re: [osg-users] Qt crashes on key press

2012-09-26 Thread Max Sergeev
Allright, I think I've got another, more global question: is there a way to make OSG ignore all keypresses, all keyboard events? Just like this, so it would not react on S, W or even Escape keypresses -- Read this topic online here:

[osg-users] Ghosting

2012-09-26 Thread Daniel Schmid
Hi all I wonder what experiences other users made with the ghosting effect on LC Displays and projectors. As soon as I move in my 3D scene (viewport move or rotate), I start to have double images or blur better known as ghosting. I run at 60 Hz vsync refresh so I'm in perfect sync with my

Re: [osg-users] Ghosting

2012-09-26 Thread Jan Ciger
Hello Daniel, On Wed, Sep 26, 2012 at 11:58 AM, Daniel Schmid daniel.sch...@swiss-simtec.ch wrote: Hi all ** ** I wonder what experiences other users made with the ghosting effect on LC Displays and projectors. ** ** As soon as I move in my 3D scene (viewport move or rotate),

[osg-users] Polytope - Intersections sorted by distance of localIntersectionPoint and the reference plane

2012-09-26 Thread Ron Mayer
Hi, I am trying to understand what are (1) distance of the localIntersectionPoint, (2) the reference plane in a polytope intersector, and (3) last plane of the polytope, which are used to sort the intersections of a Polytope intersector. I know that a volume is created with half-planes in a

Re: [osg-users] Mipmapping for downsampling

2012-09-26 Thread Kenzo Lespagnol
Hi Sebastian, I've followed your advice, but I've still the issue. So it's seems I'm using a wrong way to generate my mipmaps. Is hardware mipmap generation actually average the values between the different mipmap levels? Code: logAveragedLumTexture-setUseHardwareMipMapGeneration(true);

Re: [osg-users] How to get position information

2012-09-26 Thread Michael Hall
I am using osgEarth as you suggested earlier.  I will post on there forum, do you know if they have any examples of how to do this?  I have not found anything as of yet.  I figured you should be able to do this with osgEarth.  From: Chris Hanson

Re: [osg-users] Mipmapping for downsampling

2012-09-26 Thread Sebastian Messerschmidt
Am 26.09.2012 17:27, schrieb Kenzo Lespagnol: Hi Sebastian, I've followed your advice, but I've still the issue. So it's seems I'm using a wrong way to generate my mipmaps. Is hardware mipmap generation actually average the values between the different mipmap levels? More or less. I don't

Re: [osg-users] How to get position information

2012-09-26 Thread Glenn Waldron
Michael, Look for the MouseCoordsTool in osgEarth::Util. Glenn Waldron / @glennwaldron On Wed, Sep 26, 2012 at 11:36 AM, Michael Hall hal...@att.net wrote: I am using osgEarth as you suggested earlier. I will post on there forum, do you know if they have any examples of how to do this? I

Re: [osg-users] OpenGL ES 2 iOS 5.1 Non power of two textures

2012-09-26 Thread Thomas Hogarth
Hi Guillaume I can confirm NPOT textures work in GLES2. Did you try setting the wrap mode to CLAMP_TO_EDGE Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50319#50319 ___ osg-users mailing

Re: [osg-users] Depth buffer questions

2012-09-26 Thread Andrey Shvartsman
I figured it out, I think it was due to my linearization of the z-buffer values. This is the right way to compute it, and it works for me: Code: float z, z_b, z_n=0; for(int j=winH-1; j=0; j--) { for(int k=0; kwinW; k++) {

Re: [osg-users] FBO and mipmaps

2012-09-26 Thread Kenzo Lespagnol
Hi Aurelien, I'm also using FBO and mipmaps and I would like to know if you're solved your problem. I'm assuming FBO doesn't generate mipmap automatically as described is this document http://www.songho.ca/opengl/gl_fbo.html. So I created a drawcallback to my render-to-texture geometry and

Re: [osg-users] Mipmapping for downsampling

2012-09-26 Thread Kenzo Lespagnol
Thank you Sebastian for your support. I appreciate it. More or less. I don't know the exact wording from the specification, but the mipmapping should actually do a bilinear interpolation for 4 neighbouring texels per mip level. I've found many examples that used the last LOD for average