[osg-users] Problem with RTT, stereo and setViewport

2013-04-23 Thread Arun Yoganandan
Hi All, I'm facing some trouble with camera-setViewport breaking stereo in RTT. I am using OSG 2.8 and have a camera that renders a scene into a texture. The resulting image is a side by side rendering of the left and right camera views. When the texture is bigger than the camera's viewport,

Re: [osg-users] osgDB Loading Progress

2013-04-23 Thread Adrián López
Since there has has been no answer, I'll assume this is the only way to do the loading progress... Cheers, Adrián -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53753#53753 ___ osg-users mailing

Re: [osg-users] [forum] RenderBin number for LightPointNode

2013-04-23 Thread Robert Osfield
Hi JP, On 20 March 2013 15:05, JP Jamieson jp.jamie...@verizon.net wrote: I noticed the constructor for LightPointNode places the node in DepthSortedBin number 20. I can understand the general case for this, however when placing it after the default transparency bin (DepthSortedBin number

Re: [osg-users] [vpb] VPBmaster consumes over 16GB of RAM

2013-04-23 Thread Robert Osfield
Hi Arthur, I haven't worked with your specific data but in general vpbmaster should consume massive amounts of memory. Could it be that the osgdem tasks that it spawns are the problem? Are you running on a cluster of machines or on a single machine multi-threaded? Robert.

Re: [osg-users] osg::Node* to osg::Node

2013-04-23 Thread Robert Osfield
Hi Xermi, This is a basic C++ question that is best answered by a C++ book or C++ online resources. As a hint osg::Node is a C++ reference, while osg::Node* is a standard C pointer, to convert a reference to a pointer you simply prepend a i.e. osg::Node node_ref = *another_node_ptr;

Re: [osg-users] About RTT

2013-04-23 Thread Robert Osfield
Hi Xin Shou, If you application ends up on a deadlock then the thing to do is use a debugger and break the application when it locks to find out what loop it's stuck in. There isn't any way third parties can guess how you've created this deadlock as it really requires a debugger to find out.

Re: [osg-users] Driving 3D and 2D display by just rendering one time

2013-04-23 Thread Robert Osfield
Hi Abhinav, From what you've written I can't gleen enough knowledge of your hardware or software setup to provide any specific guidelines. In general I'd say keep your 3D graphics separate from your 2D and sync them via some thread safe scheme you come up that manages any common data

Re: [osg-users] Can't run osgpointsprite.cpp example - std::bad_alloc at memory location

2013-04-23 Thread Robert Osfield
Hi Grace, xstring isn't an OSG specific object, so the error is elsewhere in the 3rd party dependency chain. As I know nothing about your OS and software setup I can't speculate what this might be. In general though this type of error could well be a linking issue - for instance Visual Studio

Re: [osg-users] Questions about OSG

2013-04-23 Thread Robert Osfield
Hi Maik, On 21 April 2013 18:09, maik klein maikkl...@googlemail.com wrote: Are scenegraphs in general suited for games? Yesterday my professor said that scenegraphs are too expensive for games. (because of many state changes) Your professor is rather out of touch. One of the key points

Re: [osg-users] Problem with RTT, stereo and setViewport

2013-04-23 Thread Robert Osfield
Hi Arun, You don't normally need to play games with dynamically changing the viewport when doing RTT. You normally set up your RTT osg::Camera with a viewport appropriate for the size of Texture you use and then just add it to your scene graph or to your viewer as a slave. Stereo doesn't affect

Re: [osg-users] culling and vertex shaders still a problem

2013-04-23 Thread Sergey Polischuk
Hi if you dont need camera view matrix in shaders (i believe you need only projection matrix for your task): you can place this geode under matrix transform with reference frame set to ABSOLUTE_RF, and position it somewhere in front of camera with identity view matrix, this should solve

Re: [osg-users] culling and vertex shaders still a problem

2013-04-23 Thread Anton Fuhrmann
Paul Martz wrote: One solution would be to disable culling on the Geode (as you did above) and place it under its own dedicated Camera. Kind of heavyweight, though. Since I need the projection from the original camera (view direction field of view) I'd have to copy this to the shader.

Re: [osg-users] culling and vertex shaders still a problem

2013-04-23 Thread Anton Fuhrmann
hybr wrote: Hi if you dont need camera view matrix in shaders (i believe you need only projection matrix for your task): you can place this geode under matrix transform with reference frame set to ABSOLUTE_RF, and position it somewhere in front of camera with identity view matrix, this

Re: [osg-users] How to Node = Node*

2013-04-23 Thread Oscar Hoya
2 weeks to accept this post. U can close it, i don't need it anymore. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53765#53765 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] How to Node = Node*

2013-04-23 Thread Robert Osfield
Hi Oscar, On 23 April 2013 14:42, Oscar Hoya osgfo...@tevs.eu wrote: 2 weeks to accept this post. U can close it, i don't need it anymore. The forum admin is currently understaffed, which might explain the delay - the cross post didn't arrive on the mailing list till today. I maintain the

Re: [osg-users] Multipass rendering with shader

2013-04-23 Thread Andrea Martini
Hi, using your suggestion : texture2D(previousTexture, gl_FragCoord.xy/ vec2(1024.0,512.0)) i think to solve my doubts. Pratically, what i would like to do is to use the color information coming from the first pass, to color the twisted mesh of the second pass (using two different and

Re: [osg-users] Problem with RTT, stereo and setViewport

2013-04-23 Thread Arun Yoganandan
Hi Robert, Thanks so much for your quick reply. I actually do want L + R camera views on the same texture. yes, this does happen automatically with the default behavior (camera viewport matches texture size. no need to call setviewport) If we do call setviewport even in this default situation

Re: [osg-users] Multipass rendering with shader

2013-04-23 Thread Sebastian Messerschmidt
Hi Andrea, The piece of code was just some hack to demonstrate that the pipeline itself is working. What I don't understand is why you do not simply do it in one pass Anyways, to get the correct texture coordinates you'll need to distort them them same way you did for the vertices. You

Re: [osg-users] Problem with RTT, stereo and setViewport

2013-04-23 Thread Robert Osfield
Hi Arun, osgprerender cow.osg --stereo HORIZONTAL_SPLIT Works fine on my Kubuntu 12.10 + Geforce 560i + OSG svn/trunk. Perhaps you could try out the svn/trunk version of the OSG or 3.0.x Robert. On 23 April 2013 16:10, Arun Yoganandan rehmanr...@gmail.com wrote: Hi Robert, Thanks so much

Re: [osg-users] Problem with RTT, stereo and setViewport

2013-04-23 Thread Arun Yoganandan
Hi Robert, Thanks so much for checking the application on your machine. If it is not too much trouble, would it be possible to post a screengrab of what you are seeing :) It is starting to sound like the bug might be in my build and a comparison with your screengrab might be the only way to

[osg-users] Order Independent Transparancy with Per-Pixel-Linked-Lists

2013-04-23 Thread Marcel Pursche
Hi, I recently checked out the newest development release of OSG (version 3.1.5). After playing around with the osgatomiccounter and osgcomputeshader examples I tried to implement order independent transparency with per pixel linked lists as mentioned in this presentation: click!

Re: [osg-users] Order Independent Transparancy with Per-Pixel-Linked-Lists

2013-04-23 Thread Chris Hanson
If it helps, I got the raw OpenGL version of this code: http://blog.icare3d.org/2010/07/opengl-40-abuffer-v20-linked-lists-of.html to work on NVidia cards. I have not tried converting it to OSG, but I have the source and binary. ___ osg-users mailing

Re: [osg-users] Order Independent Transparancy with Per-Pixel-Linked-Lists

2013-04-23 Thread Marcel Pursche
Hi, Thank you for your response. To be honest your raw OpenGL example was the first I have found, when I was searching for an implementation of this technique. It gave me the idea to implement it with OpenSceneGraph right now ;) As far as I can see you are using nVidia specific extensions in