[osg-users] Light Map Sub

2017-09-06 Thread David Heitbrink
I have a number of scenes with a large number of old fashioned light maps. These light maps are basically textures that are set with blending and I have a number of issues with these. I have 100's of these lights in the scene, but only a few a handful should be active in a scene at a time.

Re: [osg-users] Idea about shadows

2017-09-06 Thread Julien Valentin
I don't think it's possible: Shadowmapping need occlusion information that you cannot have without a prepass https://gamedev.stackexchange.com/questions/25436/shadows-in-deferred-rendering wernerM wrote: > Hi all, > > today I come over with an idea about avoiding an additional render pass > for

Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-06 Thread Julien Valentin
Hi Raymond It's not a revolution:) There's no changes in API so all is expect to run as usual. so fbx models should work... And no it's not directly related to MDI: I decided to rewrite it because of a bug I encountered during the dev of a rigeometry simplification tool.. Cheers reedev wrote: >

Re: [osg-users] Limit in size of VBOs?

2017-09-06 Thread Antoine Rennuit
Robert, Sebastian, I am afraid your analysis of the problem seems relevant. I won't have access to my laptop for a few hours, though I will try to work on a simplified example hopefully by tomorrow and update my version of OSG. @Robert: I won't edit posts from then on. Thanks a lot, Antoine.

Re: [osg-users] Adapting a height field with a triangle/polygon?

2017-09-06 Thread Sebastian Messerschmidt
Hi Raymond, If you're okay with having a regular mesh after your editing operation you can either use a vertex-texture that you modify or you can adapt a osgTerrain::GeometryTechnique to generate modified geometry patches. I've done this once for a game that used SimCity-style terrain

Re: [osg-users] Limit in size of VBOs?

2017-09-06 Thread Antoine Rennuit
And it is actually am SIGBUS error... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=71645#71645 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Limit in size of VBOs?

2017-09-06 Thread Robert Osfield
Hi Antoine, On 6 September 2017 at 11:04, Antoine Rennuit wrote: > From the call stack it looks like an OSG problem, no? > There isn't anything to indicate that it's an OSG specific problem, it's crashing in an internal memcpy implementation, the OSG's

Re: [osg-users] Limit in size of VBOs?

2017-09-06 Thread Antoine Rennuit
Robert, >From the call stack it looks like an OSG problem, no? Anyways, I have updated my initial post with more info on the config tested, to give all readers more clues, and hopefully nail this bug down. Regards, Antoine. -- Read this topic online here:

Re: [osg-users] Limit in size of VBOs?

2017-09-06 Thread Antoine Rennuit
Robert, >From the call stack it looks like an OSG problem, no? Anyways, I have updated my initial post with more info on the config tested, to give all readers more clues, and hopefully nail this bug down. Regards, Antoine. -- Read this topic online here:

Re: [osg-users] Limit in size of VBOs?

2017-09-06 Thread Robert Osfield
Hi Antoine, There isn't much we can pinpoint from the information provided. It could be a driver bug, it could be a straight out of memory issue. What OSG version are you using? What OS/hardware/drivers/build tools are you using? Have you tried other OS/hadwardware/driver combinations?

[osg-users] Idea about shadows

2017-09-06 Thread Werner Modenbach
Hi all, today I come over with an idea about avoiding an additional render pass for creating shadows. I highly appreciate any comments and maybe hints before I start with a trial implementation. I use deferred shading and my scene gets rendered in a prerender pass in order to get i.e. a

[osg-users] Limit in size of VBOs?

2017-09-06 Thread Antoine Rennuit
Dear OSG forum, I am currently switching from using display lists to using VBOs. I display 2 different meshes with it: one is a usual mesh with ~1000 triangles the other one is very dense ~10M vertices (from a room scan) The usual mesh displays fine with the VBOs, but when

Re: [osg-users] Efficient way to swap colors

2017-09-06 Thread Antoine Rennuit
Sebastien, TianZJ, Thanks a lot for your relevant answers! Antoine -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=71637#71637 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Adapting a height field with a triangle/polygon?

2017-09-06 Thread Robert Osfield
Hi Raymond, There a number of ways of mixing polygonal data with height fields, the best way will depend upon the requirements/constraints of your application. If you need exactly intersections then converting the height fields into a polygon mesh and then inserting the vertices and edges from

Re: [osg-users] Efficient way to swap colors

2017-09-06 Thread Sebastian Messerschmidt
Hi Antoine, Hello all I have a mesh (a osg::Geometry) which I would like to change color depending on the mode it s in: osg::Geometry all white by default osg::Geometry all blue when selected In order to achieve this I thought of using the BIND_OVERALL mode with 2