[osg-users] osgParticle(particle system) vs PrecipitationEffect plz help me out~

2013-08-22 Thread Kim JongBum
Hi, guys i would like to learn differences between osgParticle (particle system) and osgParticle::PrecipitationEffect. i tried to implement snow/rain effect with them but the result is totally different so why is that? especially, osgParticle (particle system)'s performance is very low even

Re: [osg-users] osgParticle(particle system) vs PrecipitationEffect plz help me out~

2013-08-22 Thread Robert Osfield
Hi Kim, PrecipitationEffect uses shaders is relatively modern but problem specific, while osgParticle::Particle/ParticleSystem uses CPU is relatively old but general purpose. Robert. On 22 August 2013 06:20, Kim JongBum osgfo...@tevs.eu wrote: Hi, guys i would like to learn differences

[osg-users] Copying rendered image before and after post-processing

2013-08-22 Thread Shahar Kosti
Hi, I've got an OSG application with a single viewer and camera. The camera is set to render to FBO - Code: camera-attach(osg::Camera::COLOR_BUFFER0, m_texture2D); camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); Rendering consists of the following main steps: 1)

[osg-users] vertex shader culling problem: potential fix

2013-08-22 Thread Anton Fuhrmann
Hi, concerning the same problem I posted in http://forum.openscenegraph.org/viewtopic.php?p=53481 and which is referred in http://forum.openscenegraph.org/viewtopic.php?t=4584. In short (please refer to the above threads for details): When you use a vertex shader to move geometry around at

Re: [osg-users] Drawable culling and near/far computation

2013-08-22 Thread Anton Fuhrmann
Hi, just posted a potential fix for this in http://forum.openscenegraph.org/viewtopic.php?p=55941 Cheers, Anton -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55942#55942 ___ osg-users mailing

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

2013-08-22 Thread Anton Fuhrmann
Hi, I returned to this problem last week and just posted a potential fix for this in http://forum.openscenegraph.org/viewtopic.php?p=55941 Cheers, Anton -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55943#55943

Re: [osg-users] Copying rendered image before and after post-processing

2013-08-22 Thread Sebastian Messerschmidt
Hi Shahar, I guess your scene is being rendered to an FBO already. So simply create a camera taking the resulting FBO as input, a new texture as output an attach a simple glsl program to copy. Also I guess osgPPU has some copy processor, but I'm not sure. cheers Sebastian Hi, I've got an

Re: [osg-users] vertex shader culling problem: potential fix

2013-08-22 Thread Robert Osfield
HI Anton, There a several approaches you can take, none of which will require modifications to the core OSG classes, so you modifications to CullVisitor will not be required. One approach would be to use Geometry::setInitialBound(BoundingBox) to expand the bounding box to encompass the range of

Re: [osg-users] vertex shader culling problem: potential fix

2013-08-22 Thread Anton Fuhrmann
Robert, thanks for the quick reply! Summary: if I use Geometry::setCullingActive(false), the geometry still gets culled if behind the camera. Detailed reply: One approach would be to use Geometry::setInitialBound(BoundingBox)... This would not really help with the skybox: I move the

Re: [osg-users] vertex shader culling problem: potential fix

2013-08-22 Thread Sebastian Messerschmidt
Hi Anton, How can the skybox ever get behind the camera? Usually a skybox is rendered relative to the camera, so it stays around the camera. Also, why can't you simply render the skybox first, not writing the depth buffer. This will put everything to the background as you intend. Maybe I

Re: [osg-users] vertex shader culling problem: potential fix

2013-08-22 Thread Robert Osfield
Hi Tony, On 22 August 2013 08:45, Anton Fuhrmann fuhrm...@vrvis.at wrote: Summary: if I use Geometry::setCullingActive(false), the geometry still gets culled if behind the camera. It sounds like you are confusing OSG culling and OpenGL clipping. It will be OpenGL near plane clipping that

Re: [osg-users] vertex shader culling problem: potential fix

2013-08-22 Thread Anton Fuhrmann
Sebastian: rendering a skybox in a shader is easy elegant: I can do all the necessary calculations in the shaders in literally 3 lines of code on the GPU. Completely independent of field of view, aspect ratio and position of the camera in the scene my shader renders a simple quad filling the

Re: [osg-users] LineSegmentIntersector numerical imprecisions

2013-08-22 Thread PCJohn
Hi Robert, if I understand you correctly, you proposed the idea to not expand bounding box, but to lengthen the line segment. I feel it as more complicated as I am not convinced that it will not tend to more numerical problems. On small slopes close to the edge, you may easily hit different

Re: [osg-users] vertex shader culling problem: potential fix

2013-08-22 Thread Sebastian Messerschmidt
Hi Anton, Then your problem seems to be clipping not culling. Anyways, you will still have to send the original vertices to the GPU, so it is simply a matter of putting them at an absolute position to the camera, so you won't get culling. Also there will be CPU-side calls anyways to render the

Re: [osg-users] LineSegmentIntersector numerical imprecisions

2013-08-22 Thread Robert Osfield
Hi John, I wasn't thinking of expanding the line segment, rather expanding the bounding box just with a epsilon scaled by the line segment length. However, you confusion about what I was thinking has given me an idea - perhaps the best thing to do is do the intersection against the original

Re: [osg-users] vertex shader culling problem: potential fix

2013-08-22 Thread Anton Fuhrmann
robertosfield wrote: Hi Tony, It sounds like you are confusing OSG culling and OpenGL clipping.  It will be OpenGL near plane clipping that is prevent you from seeing your geometry. Robert. I do not think so. Firstly, the real vertex positions (the ones sent to the pipeline) are

Re: [osg-users] VPB broken with OSG 3.2

2013-08-22 Thread Massimo Tarantini
robertosfield wrote: Hi Massimo, I can't think of any changes between 3.1.7 and 3.2.0 that are likely to cause a problem.  Could you post the a.tif file so I can test against it. Thanks, Robert. I have upload the file a.tif (73M) at the following link:

Re: [osg-users] LineSegmentIntersector numerical imprecisions

2013-08-22 Thread PCJohn
Hi Robert, after this new idea, I am starting to ask myself, what are the cases for which we need epsilon? - when the line segment accidentally misses bbox while triangle intersection routines would indicate intersection (can this happen?) - when clipping puts the start or end point inside the

Re: [osg-users] vertex shader culling problem: potential fix

2013-08-22 Thread Christian Buchner
Have you tried attaching a custom cullCallback to your geometry that always returns false? This is how I usually force hiding or showing of certain geometries. Christian 2013/8/22 Anton Fuhrmann fuhrm...@vrvis.at robertosfield wrote: Hi Tony, It sounds like you are confusing OSG culling

Re: [osg-users] Make object totally transparent, but not hide :D

2013-08-22 Thread Dario Minieri
Hi, Thanks for replies, this works with traversal mask and drawcullback override also. Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55958#55958 ___ osg-users mailing

Re: [osg-users] Make object totally transparent, but not hide :D

2013-08-22 Thread Christian Buchner
Overriding an object's color (or material) with a fully transparent one might also work, given that it doesn't come with its own color array already. 2013/8/22 Dario Minieri para...@cheapnet.it Hi, Thanks for replies, this works with traversal mask and drawcullback override also. Thank

Re: [osg-users] vertex shader culling problem: potential fix

2013-08-22 Thread Anton Fuhrmann
cbuchner1 wrote: Have you tried attaching a custom cullCallback to your geometry that always returns false? This is how I usually force hiding or showing of certain geometries. Christian Christian, thanks for the suggestion, I tried this, too. Didn't help. The CullVisitor shortcuts

Re: [osg-users] vertex shader culling problem: potential fix

2013-08-22 Thread Robert Osfield
On 22 August 2013 16:38, Anton Fuhrmann fuhrm...@vrvis.at wrote: Christian, thanks for the suggestion, I tried this, too. Didn't help. The CullVisitor shortcuts all this as soon as it sees that the node is behind the camera. If culling is disabled by the node the CullVisitor should not

Re: [osg-users] vertex shader culling problem: potential fix

2013-08-22 Thread Anton Fuhrmann
Robert, robertosfield wrote: If culling is disabled by the node the CullVisitor should not being doing any culling work, if it is then there is bug.  However, I haven't seen anything yet that suggests that code is on the OSG side rather than your own code. Please find attached my

Re: [osg-users] vertex shader culling problem: potential fix

2013-08-22 Thread Robert Osfield
Hi Tony, I just had a quick and agree that this particular usage of continue; should include an isCullingActive() to work around this problem. However, this the actual code is valid, it's the bounding box that is invalid and being treated as valid. Adding the isCullingActive() will hide this

Re: [osg-users] vertex shader culling problem: potential fix

2013-08-22 Thread Anton Fuhrmann
Have a nice trip! Looking forward to a cleaner solution than my hack, Tony -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55965#55965 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [ANN] Visual Studio 2012 Binaries Available

2013-08-22 Thread Marcel Pursche
Hello John, thank you for providing Visual Studio 2012 binaries, this saves me alot of time. I have noticed that the link for the 3.2.0 includes is broken. I made an educated guess and tried http://www.helleboreconsulting.com/downloads/OpenSceneGraph_v3_2_0_Includes.zip and it worked. So

[osg-users] Multiple slave cameras render to a single texture

2013-08-22 Thread Alexandre Vaillancourt
Hello All, Is it possible to have multiple slave cameras draw on different parts of a single texture? (To do some post-process on it for instance.) Thanks -- Alexandre Vaillancourt ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [ANN] Visual Studio 2012 Binaries Available

2013-08-22 Thread John Farrier
Marcel, Thanks for the bug report. The problem has been resolved. (I hope.) I think the binaries for both 3.0.1 and 3.2.0 will be updated in the next few weeks to reflect the new set of 3rd party libraries that has been put together. Best regards, John -- Read this topic