Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread liu ming
hi Wojtek,Thank you very much,you perfect solved my problem.According to your code,Texture2D worked,maybe it is something wrong about Texture1D. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68887#68887

Re: [osg-users] osgText and GL3.3 core profile

2016-10-05 Thread Roman Grigoriev
Just checked my old way http://forum.openscenegraph.org/download.php?id=6045 to use compileGLObjects and use glBindVertexArray in DrawForegroundText - works fine. For now I can't know to use VertexArrayState way in osgText -- Read this topic online here:

Re: [osg-users] Vector script out of range

2016-10-05 Thread Trajce Nikolov NICK
Hi Sebastian, maybe related maybe not, I have seen this in uniform setting. Internally the code of the uniform setting is using ::vector::first() even for empty vectors .. just a hint and again, maybe not that issue Nick On Wed, Oct 5, 2016 at 5:41 PM, Sebastian Messerschmidt <

Re: [osg-users] blending with shader

2016-10-05 Thread David Heitbrink
Taking a quick look at the code, yes it seems like it is a good example. So basically taking a quick read of this, you render your scene to a texture, then render a dome basically setup to do your warping, with the results from the render to texture, as its texture. You basically want to

Re: [osg-users] Vector script out of range

2016-10-05 Thread Sebastian Messerschmidt
Hi Robert, A debug assertion will happen under Visual Studio in debug mode. I'll will try to see what is going on, but I suspect some empty vector's first element accessed. Cheers Sebastian Thanks for posting the model. The bunny.ply loads with the OSG git master just fine when I run:

Re: [osg-users] multiple input with osgwidgets

2016-10-05 Thread Gianni Ambrosio
Meldryt wrote: > > The reason why i use MouseHandler is because it will send events to the > WindowManager which knows all about its windows and widgets. > I may be wrong since I don't know your code in detail but I think about class "responsiblities". From my point of view it's not bad to

Re: [osg-users] [osgPlugins] build osg 3.5.4 plugin lua error, on vs 2010

2016-10-05 Thread Robert Osfield
Thanks Rene, fix now checked into OSG git master. On 5 October 2016 at 14:54, René Molenaar wrote: > Yes, > the additional memcpy, is the old code, > (just in case i added updated/fixed version). > > gr. > René > > > 2016-10-05 13:57 GMT+02:00 Robert Osfield

Re: [osg-users] blending with shader

2016-10-05 Thread Gianni Ambrosio
Hi, do ypu think the osgdistortion example is a good starting point to create the proper osg structure to render the scent into a texture? Cheers, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68881#68881

Re: [osg-users] [osgPlugins] build osg 3.5.4 plugin lua error, on vs 2010

2016-10-05 Thread René Molenaar
Yes, the additional memcpy, is the old code, (just in case i added updated/fixed version). gr. René 2016-10-05 13:57 GMT+02:00 Robert Osfield : > Hi Rene, > > Thanks for the fix. I've just compared to master version of lstring.c > against your modification version

Re: [osg-users] osgText and GL3.3 core profile

2016-10-05 Thread Robert Osfield
Hi Roman, On 5 October 2016 at 13:14, Roman Grigoriev wrote: > Hi, Robert! > It's under Ubuntu 16.04 but with Intel i5 Mesa drivers 12.0.1 > Now Mesa support GL 3.0 compatability profile and > GL 3.3 ONLY Core profile. I need geometry shaders and I have to use GL3.3 >

Re: [osg-users] GUIEventHandler called twice - possible bug(s)

2016-10-05 Thread Robert Osfield
Hi Riccardo, On 5 October 2016 at 13:51, Riccardo Corsi wrote: > I know there are many things already going on toward OSG 3.6.0, > but if you get a change to take a look to the sample I've sent, it might be > worth considering possible fixes before the new release is

Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread Wojciech Lewandowski
Hi guys, Here is the repro code. In cmake project. Change use_data1D value in test.cpp to see the problem. One note: I tested it with GL 3 Osg build. There may be issues I omitted if you run it with GL1/GL2/GL3 compatibility OSG build. Cheers, Wojtek 2016-10-05 14:38 GMT+02:00 Wojciech

Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread Wojciech Lewandowski
Hi Liu, You got me interested and I created a repro of your problem. I will send it in followup mail (to be sure this message passes in case zip attachments were prohibited and message got blocked). I think you see a genuine issue. I have found that texture1D seems to be a problem. When I used

Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread liu ming
yes,I am getting 0 and 1 in geometry shader,but my input values are : Code: *ptr1=osg::Vec3( 0.0,0.0,0.0); *ptr1++; *ptr1= osg::Vec3( 40.0,0.0,0.0); *ptr1++; *ptr1=osg::Vec3(

Re: [osg-users] osgText and GL3.3 core profile

2016-10-05 Thread Roman Grigoriev
Hi, Robert! It's under Ubuntu 16.04 but with Intel i5 Mesa drivers 12.0.1 Now Mesa support GL 3.0 compatability profile and GL 3.3 ONLY Core profile. I need geometry shaders and I have to use GL3.3 Core profile and use VAO Long time ago I posted my version of osgText with VAO.

Re: [osg-users] osgText and GL3.3 core profile

2016-10-05 Thread Robert Osfield
On 5 October 2016 at 12:50, Roman Grigoriev wrote: > First thing I made is attach shaders to osgText. > Problem is that in GL core profile OGL doesn't show at all without VAO. Are you working under OSX? For VAO support you'll need to use the vertex_array_object branch.

Re: [osg-users] [osgPlugins] build osg 3.5.4 plugin lua error, on vs 2010

2016-10-05 Thread Robert Osfield
Hi Rene, Thanks for the fix. I've just compared to master version of lstring.c against your modification version and there are two difference, first the declaration of the start_of_string local variable at the top of the function while resolves the compile issue, and second a memcpy addition

Re: [osg-users] osgText and GL3.3 core profile

2016-10-05 Thread Roman Grigoriev
First thing I made is attach shaders to osgText. Problem is that in GL core profile OGL doesn't show at all without VAO. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68864#68864 ___ osg-users

Re: [osg-users] [osgPlugins] build osg 3.5.4 plugin lua error, on vs 2010

2016-10-05 Thread René Molenaar
Hi all, i ran into the same problem (when compiling in vs2012), see this changeset: https://github.com/openscenegraph/OpenSceneGraph/commit/e64e70870d51873621be4f90f1301640d882704d char* start_of_string; this is caused by the fact that the file is c code, not c++ and the new variable needs to

Re: [osg-users] Vector script out of range

2016-10-05 Thread Robert Osfield
Hi Uma, Thanks for posting the model. The bunny.ply loads with the OSG git master just fine when I run: osgviewer bunny.ply The bunny renders and there are no warnings to console. There have been a few changes to the ply plugin since 3.4 so can't rule out a fix with rolling back to 3.4 and

Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread Sebastian Messerschmidt
Hi Liu, Are you getting values between 0 and 1? Cheers Sebastian thank you for your reply ,I have tried your solution ,But it still is invaild,the Geometry shader can not get original input values.Are there other wrong in code?Thank you for your help. SMesserschmidt wrote: Am 10/5/2016 um

Re: [osg-users] Error with osgDB::readRefNodeFiles[Solved]

2016-10-05 Thread Inna Reddy
Hi Mr.Robert, Yes, I have been using osg 3.4.0 version. yes, I realized lately, that I have been practicing the example of the 3.5 Version. I can not upgrade to newer version, because my current project demands me to use OSG 3.4.0 and Qt 5.6. Thank you! Cheers, Inna --

Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread liu ming
thank you for your reply ,I have tried your solution ,But it still is invaild,the Geometry shader can not get original input values.Are there other wrong in code?Thank you for your help. SMesserschmidt wrote: > Am 10/5/2016 um 3:37 AM schrieb liu ming: > > > Hi Wojtek ,Thank you for your

Re: [osg-users] osgText and GL3.3 core profile

2016-10-05 Thread Sebastian Messerschmidt
Hi Roman, See this thread: "osgText and OpenGL ES 3" You need to attach a shader to the text, as it is based on fixed function right currently.+ Cheers Sebastian Am 10/5/2016 um 9:04 AM schrieb Roman Grigoriev: Hi, I have to port my software to intel graphics under linux, but in mesa

[osg-users] osgText and GL3.3 core profile

2016-10-05 Thread Roman Grigoriev
Hi, I have to port my software to intel graphics under linux, but in mesa drivers only GL 3.3 core context, so I switched to vertex_array_object branch and slightly modify osgQT to have core context in embedded GL windows. All works fine but osgText. I know that I have to switch on VAO on text,

Re: [osg-users] multiple input with osgwidgets

2016-10-05 Thread Sebastian Schmidt
gambr wrote: > Honestly I usually derive from osgGA::GUIEventHandler to handle mouse events. > > Cheers, > Gianni I use the osgWidget::MouseHandler and osgGA::CameraManipulator which both derive from osgGA::GUIEventHandler. The reason why i use MouseHandler is because it will send events to

Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread Sebastian Messerschmidt
Am 10/5/2016 um 3:37 AM schrieb liu ming: Hi Wojtek ,Thank you for your reply,I have tried GL_RGBA16F_ARB instead like that "texture0->setInternalFormat(GL_RGBA16F_ARB);",but it seemed like not valid.The value still is 0..1 range.Are there other solutions? Thank you. So they are now