Re: [osg-users] How does shadow technic work if geometry shaders are in use

2015-06-08 Thread Sebastian Messerschmidt
Hi Nick, I failed to use the default Shadow-Mapping techniques in a deferred rendering context. I never fully understood how to split the shadow-map generation into later binding the resulting texture to my actual lighting/shadowmapping part. Any insights on this? Basically I've got

Re: [osg-users] Ready to tag OpenSceneGraph-3.3.8 dev release, please test

2015-06-08 Thread Jannik Heller
Here's the profiling data... apply this change to osgclip.cpp: Code: diff --git a/examples/osgclip/osgclip.cpp b/examples/osgclip/osgclip.cpp index 3b74bd2..b202e35 100644 --- a/examples/osgclip/osgclip.cpp +++ b/examples/osgclip/osgclip.cpp @@ -28,6 +28,8 @@ #include osg/LineStipple #include

Re: [osg-users] Ready to tag OpenSceneGraph-3.3.8 dev release, please test

2015-06-08 Thread Robert Osfield
Hi Jannik, A quick reply as I am replying on my phone. My intention was to introduce the same technique as osg::Node::asTransform() to avoid the dynamic cast, but only do this if there was a noticeable performance regression. The 20% regression you've seen could qualify. Is this with a release

Re: [osg-users] How does shadow technic work if geometry shaders are in use

2015-06-08 Thread Trajce Nikolov NICK
Hi Sebastian, I am not DR expert ( I am reading now some papers though ). Marcin Hajder or Wojtek Lewandowski for sure can answer this. Hope they will give you some insights. Sorry :-) .. If my learning goes well, in few months I will revisit this topic ;-) Nick On Mon, Jun 8, 2015 at 9:03 PM,

Re: [osg-users] Ready to tag OpenSceneGraph-3.3.8 dev release, please test

2015-06-08 Thread Rafa Gaitan
Hi Robert, I did a couple of builds one for MacOSX 10.10 and for android gles1. For macosx everything worked so far but for android I'm getting this error using the toolchain: osg-trunk/include/osg/GLDefines:35:21: error: conflicting declaration 'typedef GLfloat GLdouble' I suspect this is the

[osg-users] [vpb] altitude in flat terrain

2015-06-08 Thread Vijeesh Theningaledathil
Hi, I generated a vpb terrain from imagery and elevation data which are in latlon WGS84 projection. In the output database the altitude seems to be in degrees. is that true? if yes whats the reference? how can i convert into meters? I'm using osgdem as: osgdem -t texture_file.tif -d

Re: [osg-users] [vpb] altitude in flat terrain

2015-06-08 Thread Robert Osfield
Hi Vijeesh, osgdem will assume the coordinate systems of the input if your don't provide any guidance on the output format. I you run 'osgdem -h' in the console the command line options will be listed, these include: --geocentric Build a database in geocentric (i.e. whole earth) database.

Re: [osg-users] How does shadow technic work if geometry shaders are in use

2015-06-08 Thread Trajce Nikolov NICK
Hi Werner, I am not the author of the LISPSM technique (Wojtek Lewandowski is), but if it all works for GL2 (which I use too) I expect it is something with the GL3 support. And yes, the shadow technique has it's own shaders you can replace too (what I am doing for my project). Have a look at

Re: [osg-users] How does shadow technic work if geometry shaders are in use

2015-06-08 Thread Werner Modenbach
Sorry, was on a business trip for a while. Here is my code (shortened a little): osg::Group*rootNode=newosg::Group(); view-setSceneData(rootNode); shadowedScene=newosgShadow::ShadowedScene; shadowedScene-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);

[osg-users] Ready to tag OpenSceneGraph-3.3.8 dev release, please test

2015-06-08 Thread Robert Osfield
Hi All, I have merged various pending submissions for bug fixes and minor feature enhancements, made a number of bug fixes/improvements myself and am now ready to tag the 3.3.8 dev release. I've have tested under Kubuntu 15.04 and Windows 7+VS2005 and VS2013. These are all the platform

Re: [osg-users] Ready to tag OpenSceneGraph-3.3.8 dev release, please test

2015-06-08 Thread Jannik Heller
Hi Robert, I tried my application using the latest trunk and didn't notice any functional regressions. However, I did notice a performance decrease in the Update phase of about 20%, compared to OSG 3.2.0. This had me a bit concerned, so I digged through the changes and found commit