On 23.9.2013 23:24, Aurelien Albert wrote:
Thanks for the sharing offer, I'm interested !
I think I've made some progress in the analysis of my problem, could you just test the
following inside your experimental shader composition project ?
(I would like to know if you have any side effects.)
Hi,
Thanks for testing !
I've already seen the problem of the growing list...
But I don't know how to avoid this, because if I left the call to
currentShaderCompositionUniformList.clear(), some uniforms are not properly
applied.
For example :
- Node A : Shader Program + Shader Composition
On 24.9.2013 8:40, Aurelien Albert wrote:
- Node A : Shader Program + Shader Composition Uniforms
Child node B : nothing
Child node C : Shader Program
In this case, Shader Composition Uniforms are properly applied on the Shader
Program from node A, but not on shader program from node
Hi,
Have a look here to see why I use this (on Robert's advice) :
http://forum.openscenegraph.org/viewtopic.php?t=11769
I know this is more like a workaround, but it is really usefull to be able to
write StateAttributes classes which manage and apply their own uniforms.
To solve my problem
Hi,
i am trying to get RGB value(los point) of Terrain
i tried with below code.
osg::Drawable * drawable = intersection.drawable.get();
if(drawable-getStateSet())
{
state_set = drawable-getStateSet();
osg::Texture *
On 24.9.2013 9:05, Aurelien Albert wrote:
I know this is more like a workaround, but it is really usefull to be able to
write StateAttributes classes which manage and apply their own uniforms.
To solve my problem described in this post, my guess is I have to replace the
Hi Kim,
You can't use the intersection point directly as this will be object
coordinates, not texture coordinates that the image is in.
What you will need to do is get the texture coordinates for the intersected
geometry. In OSG-3.2 there is a convinience method that has been added to
Hi.
I'm on my way to add normal mapping to SoftShadowMap.
As far as I understood, it only uses fragment shader.
I started by adding a very simple vertex shader into
SoftShadowMap::createShaders().
That's what createShaders() looks like by default:
Hi,
If you do change the list to stack so you can push/pop uniforms you will end
up redoing standard uniform handling but this time with a parallel uniform
list.
Yes, and I think this is what I need :
- a standard uniform list, which contains uniforms setted from regular
osg::Uniform
On 24.9.2013 14:40, Aurelien Albert wrote:
Yes, and I think this is what I need :
- a standard uniform list, which contains uniforms setted from regular
osg::Uniform instances
- a comes-from-stateAttribute uniform list, in the same way there is associated
modes with some StateAttributes
In
For example, push uniforms with ambient, diffuse, specular and shininess values
from osg::Material, for OpenGL 3.3
It could also be used for application-specific StateAttribute classes, for
example an ObjectData StateAttribute which push several uniforms on the state.
--
Read
Hi,
As discuted multiple times with Robert and others, sometimes it's really
usefull to have a StateAttribute which also provide its own uniforms. For
example, I use it in a modified osg::Material class to apply maerial values as
uniform or to handle specific ObjectData StateAttribute classes
HI Aurelien,
I'm currently deep into work on OSG scripting support and it's a complex
enough topic that I don't have any spare brain cells for thinking about
other topics, let alone once that are also complex. I expect to start
crawling out from the most complex phase of my current work next
Hi folks,
I found some problem which I'm not able to solve easily.
I try to pack a large number of files in to an osga archive. This works
pretty well, but it will fail if I try to archive nodes which contain
PagedLODs.
They get loaded by the DatabasePager, which is not what I want, as the
Hi,
This is an old one, that seemingly no-one has a solution for
I am having problems on W7/W8 when aero is active in our MFC/OGL(OSG) based
CAE style application.
1) MFC CSplitterWnd resizing leaves 'window garbage' behind
2) How to draw an rubber-banding zoom box (using XOR operations) on
Hi Robert,
No problem, script support in OSG will be great !
I'll try to make an optimized implementation and submit it.
Thank you!
Cheers,
Aurelien
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=56472#56472
I think in order to do XORed drawing, you'd need to be in a single-buffered
situation. Are you?
If you are, you should be able to setup a HUD-like transform and draw using
pixel coordinates.
On Tue, Sep 24, 2013 at 1:57 PM, Andrew Cunningham andr...@mac.com wrote:
Hi,
This is an old one,
I am using a double-buffered window as per the OSG MFC example.
traits-doubleBuffer = true; The MFC example shows a nice overlay HUD of
rendering statistics.
This just seems such a typical 3D UI interaction - to show a rectangular area
on the screen under mouse control for selection or
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