Hi Christian,
The problem is that the osg::Depth state seems to
leak out and affect
every rendered node while the fade-out is in effect.
After the node is
removed from the scenegraph, everything is back to
normal.
This is sometimes a normal behaviour (as I shortly
found out ;), because
put to the library. In this way one can easy
find out how to use this both libraries to achieve
better looking rendering outputs ;-))
Cheers,
Art
On Wed, 2008-05-07 at 22:24 +0200, Art Tevs wrote:
Hi folks,
There is already couple of months since the last
release version
Hi Robert, Jeremy,
Robert I've changed your proposed cmake commandos to
detect the osg version. I have attached a file with a
macro which can be used to detect everything what osg
offers.
The main difference to your suggestion is, that it
uses EXECUTE_PROCESS instead of EXEC_PROGRAM, which
Hi Franclin,
this is maybe the same warning as we have very often
since geometry shader support on that list.
Try to correct the src/osg/Program.cpp file in the
line 99 from
_geometryVerticesOut(0),_geometryInputType(GL_TRIANGLES),
to
_geometryVerticesOut(1),_geometryInputType(GL_TRIANGLES),
in the previous state back)
- if hardware do not support fbo, then do this in the
image way, hence create temporary an array holding the
default color value and upload it to the texture. This
would be slower however will also work.
Cheers,
Art
Robert.
On Wed, May 7, 2008 at 12:17 AM, Art Tevs
between the various
cameras projecting onto the scene.
I've tried using NESTED_RENDER on the cameras,
increasing the camera
values with a static counter, but they still fight.
How would I go about
removing the flicker from the different camera
passes?
Thanks in advance,
Art Tevs
!!! It seems that it is so easy!!! Maybe you
could provide me with some example application which I
could put to the library. In this way one can easy
find out how to use this both libraries to achieve
better looking rendering outputs ;-))
Cheers,
Art
On Wed, 2008-05-07 at 22:24 +0200, Art Tevs
Hi folks,
I think I've found an improvement or a possible bug
for the textures in osg. If one do allocate empty
textures (not from images) then the texture is created
with glTexImageXD call and with 0 as pixel pointer.
As per OpenGL 1.1 specification the texture is
allocated but the data in the
Hi Jason,
I think, you do not need multiple cameras. If you have
the projective matricies of each of the captured
viewcamera, then you can just combine all the
projective textures in one pass. Just pass all your
matricies and corresponding textures to the shader and
compute the average value.
If
for having multiple transformation matrices without
hard-coding the list of matrices?
Thanks in advance,
Art Tevs wrote:
Hi Jason,
I think, you do not need multiple cameras. If you have
the projective matricies of each of the captured
viewcamera, then you can just combine all the
projective
Tevs, Serge Lages
(Tharsis)
For the other ones, don't hesitate to post a note to
share your contact. :)
Cheers,
On Wed, Apr 30, 2008 at 9:19 PM, Art Tevs
[EMAIL PROTECTED] wrote:
Hi Jean,
Nice picture, any chance you can list the people
who
are in the photo?
I am afraid, I
Hi folks,
I have updated the Community/Past Event webpage and
placed a picture shooted in the pub after the official
meeting time.
I saw that somebody of you had shooted pictures during
the meeting. It would be very nice if you could upload
the images of the meeting to the same page?!
Best
and maybe write into some list
(everything like this : second right in front -
Michael Jakson)
Best regards,
Art Tevs
J-S
--
__
Jean-Sebastien Guay
[EMAIL PROTECTED]
http://www.cm-labs.com
Hi,
I think if you change your geometry on the fly, you
have to call dirtyBound() of course. Otherwise the old
bound can be used during the cull traversal and your
node maybe culled.
cheers,
Art
--- [EMAIL PROTECTED] schrieb:
it seems now that the objects only dissapear at
certain camera
Hi, Paul,
to post something to the wiki one has to register
somehow in the trac environment. How to do this?
Best regards,
Art
--- Paul Martz [EMAIL PROTECTED] schrieb:
Hi Kevin -- At the OpenSceneGraph Web site, select
Community on the menu
at the right. You will see that there are
]
On Behalf
Of Art Tevs
Sent: Tuesday, April 22, 2008 10:37 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] List of add on packages
Hi, Paul,
to post something to the wiki one has to register
somehow in
the trac environment. How to do this?
Best regards,
Art
Hi Robert,
there is currently some unoptimized code in the osg.
If one do specify for example 10 texture attributes
for a stateset like this:
stateset-setTextureAttribute(i, new
osg::Texture2D());
and after some time you remove this attributes, there
is still an unneccessary call to
Hi folks,
as far as I can see for now osg doesn't check if the
given scene graph contains cycles. If one do this,
then there is a seg fault, if my test were correct ;-)
However imagine I have a situation, where I need to
have a cycle in the graph. For example:
A -
/|\
/ ||
[EMAIL PROTECTED] schrieb:
Art Tevs wrote:
Hi folks,
as far as I can see for now osg doesn't check if
the
given scene graph contains cycles. If one do this,
then there is a seg fault, if my test were correct
;-)
However imagine I have a situation, where I need
to
have a cycle
Hi folks,
Hmm, yeah it could be. However I haven't thought a lot
of thread safety in a cyclic scene graph.
Of course, for my purpose, I maybe would be able to
redesign the problem and break the cycle in it or more
or less leave with it by changing hte ::traverse()
methods accordingly. However, I
modes or attributes are left on the stack
once everything is popped
off then default modes are used, and default
constructed versions of the
attributes are applied to restore OpenGL state back
to defaults.
Robert.
On Tue, Apr 15, 2008 at 12:27 PM, Art Tevs
[EMAIL PROTECTED] wrote:
Hi
Hi Jerome,
what you want to do is not an easy task. However here
is a simple todo list to achieve that:
- find intersection of the ray and a triangle
- the intersection computatiuon would give you back
the barycentric coordinates of the intersection point
in the triangle domain
- use this
Hi all,
I will also be there. I would like to bring my cousin
to that meeting too, so that he got idea of the osg
and computer graphics at all. I hope this is ok?!
Best regards,
Art
--- David Callu [EMAIL PROTECTED] schrieb:
Hi all,
I will come.
Cheers
David Callu
2008/4/1, Mike
Hi Serge,
do your office provide parking capabilities? As far as
I remember, it is not a good idea to travel through
Paris by car (a lot of damages and streets are
overfilled). Hence could you give me an adress of a
safe park house in the near of your office or any
subway station. I would then
]
[mailto:[EMAIL PROTECTED]
On Behalf
Of Art Tevs
Sent: Monday, March 31, 2008 9:00 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osg user meeting in Paris
Hi folks,
as far as we all already know there will be a
training course
in Paris from 25 to 30
Hi J.P.
I am also using MRT, however completely without
osg::Camera.
However since I am working with FBOs directly I would
prefer to have something like an extra StateAttribute
or something which should setup the MRT. Or maybe the
setDrawBuffers as an extra method in the FBO code.
I think
and showing our work
(from 6pm to 8pm for example), and then go to a pub
or a restaurant to
continue talking in a better atmosphere.
On Tue, Apr 1, 2008 at 10:35 AM, Art Tevs
[EMAIL PROTECTED] wrote:
Hmm,.. I should also say anything in french now,
but I
cann't ;-)...
I would suggest
so can't
really give too much
insight based on experience so am all ears.
Robert.
On Tue, Apr 1, 2008 at 1:08 PM, Art Tevs
[EMAIL PROTECTED] wrote:
Hi J.P.
I am also using MRT, however completely without
osg::Camera.
However since I am working with FBOs directly I
would
Hi folks,
as far as we all already know there will be a training
course in Paris from 25 to 30 April.
However there were still no information if and where
an official user meeting afterwards will take place.
Hence couple of questions:
1. Will there be an official osg-user-meeting?
2. Which
be made because the target machine actively
refused it.
Cheers,
Morne
On Thu, Mar 27, 2008 at 1:56 PM, Art Tevs
[EMAIL PROTECTED] wrote:
Hi folks,
I finally found some time and now there is a
first
developer release of osgPPU Nodekit (ok not
directly
a node kit, because
Hi jean,
Ah, I understand. Perhaps then you could put it in a
section only for
the static link projects, something like
IF (!DYNAMIC_OSGPPU)
LINK_EXTERNAL(${TARGET_TARGETNAME} pthread)
ENDIF(!DYNAMIC_OSGPPU)
instead of removing the line completely... (not sure
if ! is right in
Hi folks,
I finally found some time and now there is a first
developer release of osgPPU Nodekit (ok not directly
a node kit, because not derived from a node, but this
will follow ;-).
Here is the homepage of the project:
http://projects.tevs.eu/osgppu/wiki
There are couple of example
Hi Jean,
I can remove the pthread dependency, however they are
needed for proper static linking. It seems that since
osg depends on OpenThreads and OpenThreads depends on
pthread, this pthread requirement is needed.
However you are right. For dynamic linking I do not
need the extra pthread
a downloadable zip file or
something? When I try to
check out the SVN version, I get this error:
Error: Can't connect to host 'projects.tevs.eu': No
connection could
be made because the target machine actively refused
it.
Cheers,
Morne
On Thu, Mar 27, 2008 at 1:56 PM, Art Tevs
[EMAIL
__
Self defence is not a function of learning tricks
but is a function of how quickly and intensely one
can arouse one's instinct for survival
-Master Tambo Tetsura
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
On Behalf Of Art Tevs
Sent
, Mar 25, 2008 at 8:37 AM, Art Tevs
[EMAIL PROTECTED] wrote:
Hi Gordon,
here change the line 99 in Program.cpp into this:
_geometryVerticesOut(1),
_geometryInputType(GL_TRIANGLES),
or with other words just set the
_geometryVerticesOut
to 1 instead of 0. It should be 0 per
Hi Gordon, Mike,
as I have posted already before (however my patch was
not accepted ;-( , this warning comes from the
geometry shader implementation. I do not remember the
line correctly, but you have to change only one value
in the constructor of the Program.cpp
There is one geometry shader
Hi folks,
just some thoughts about texture attributes (or all
other attributes in general):
If we first setup a texture attribute on a StateSet,
lets say for the texture unit 0.
After some time we remove this attribute and assign it
to texture unit 1.
This would end up in the texture bounded
, 2008 at 12:25 PM, Art Tevs
[EMAIL PROTECTED] wrote:
Hi folks,
just some thoughts about texture attributes (or
all
other attributes in general):
If we first setup a texture attribute on a
StateSet,
lets say for the texture unit 0.
After some time we remove this attribute
Hi folks,
since Paris is only 400km away from the place where I
am living, I would also like to attend the drink
session afterwards.
Hence I would also like to know if there is such a
session planned and if we are allowed to attend it?
Best regards,
Art
--- Serge Lages [EMAIL PROTECTED]
Hi Vincent,
haven't you forgot to set all other nodes or at least
the sibling nodes to the eartGroup with node mask
(0x0).
Otherwise the default mask is something like
0x. Hence with your current setup you still
will be able to see all the nodes.
Cheers,
Art
--- Vincent Bourdier
Hi Adrian,
I do not think that a nodekit just for this purpose is
usefull or needed.
This kind of screen space algorithms can be perfectly
described by the osgPPU. I really like this kind of
effects and it seems that it is very straight forward
to implement. I will try to create a .ppu file
Hi Sean,
as far as I see you have an error in your setup. This
line:
ref_ptrUniform texturesUniform = new
Uniform(Uniform::FLOAT,
textures, 1);
must be replaced with something like this:
ref_ptrUniform texturesUniform = new
Uniform(Uniform::SAMPLER_2D_ARRAY,
textures, 0);
Try this out.
Hi,
First, please put some subject to your post.
Maybe take a look into osgPPU
(http://projects.tevs.eu/osgppu) this is a nodekit
which is what you looking for.
It helps you to make multipass (render to texture and
then as input to next texture) in a very simple way,
without creating
-Original Message-
From: [EMAIL PROTECTED]
[mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Art
Tevs
Sent: Wednesday, January 23, 2008 10:31 AM
To: OpenSceneGraph Users
Subject: [osg-users] Texture/Shader inlined output
to .osg files
Hello,
If one writes a texture to the .osg
Hi Eric,
We created most of these things last year. Who's
interested in
presenting? What specific topics are most
interesting?
I would be interested in presenting the osgPPU stuff,
if it is fine ;-) However unfortunately I haven't
submitted any research work this year to Siggraph,
hence
answer, but it works.
cheers
-- mew
-Original Message-
From: [EMAIL PROTECTED]
[mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Art
Tevs
Sent: Wednesday, January 23, 2008 10:31 AM
To: OpenSceneGraph Users
Subject: [osg-users] Texture/Shader inlined output
to .osg files
Hello,
If one writes a texture to the .osg file, then the
texture is not inlined, but it's file path is written
to the .osg file.
I am wonder why the same doesn't happen to shader
programs. The shaders are inlined into the .osg file.
As from my point of view shader programs are also
resources,
Hallo,
Imagine I have following situation of classes:
osg::Object
/ \
/ \
Base osgText::Text
| |
| |
\ /
\ /
DerivedText
I know, this is so called diamond polymorphism, which
is sometimes not good. However in my
regards,
Art
Robert.
On Jan 22, 2008 1:57 PM, Art Tevs
[EMAIL PROTECTED] wrote:
Hallo,
Imagine I have following situation of classes:
osg::Object
/ \
/ \
Base osgText::Text
Hi Rahul,
The current version of the osgPPU (in the svn) is
build against the osg from the svn. Hence it should
work with osg 2.2, if there were no big interface
changes between osg 2.2 and current osg version from
the svn.
Could you please post the build errors which you get?!
Best,
Art
Hi Peter.
Maybe take a look into osgPPU. It allows you to very
simply display textures on the screen, without
thinking of ortho2d modes or similar stuff.
As for pure osg use, it is better to derive a class
from the osg::Drawable which do render the things like
you need. Attach the drawable under
Hi Gerrick!
Has anyone successfully compiled osgPPU on Mac OSX
10.5?I'm getting the
following error during compile:
Unfortunately I do not have Mac to test it, but it
seems that the compiler can not find the file
osgPPU/Processor.h. Please check if it is there and
check if the compiler
Hi folks,
Current version of the osgPPU library (svn version) do
now use CMake build system to compile. The build
process is now almost exactly the same as for the osg
main core library.
Thanks to Stephane Lamoliatte for providing a patch to
make this possible. The osgPPU should now also compile
repro code if you can
send.
But my guess is a driver update is in order.
Cheers
-- mew
-Original Message-
From: [EMAIL PROTECTED]
[mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Art
Tevs
Sent: Friday, January 11, 2008 9:33 AM
To: OpenSceneGraph Users
Subject
Hi!
After updating the osg version from the svn which do
include the geometry shader implementation I got
always an OpenGL invalid value error. (nVidia driver
100.14.1)
The error is located in the Program.cpp in the line
2667:
_extensions-glProgramParameteri( _glProgramHandle,
for implementation
is to either place
the additional controls into osg::Texture or to
introduce a new
TextureLOD state attribute that wraps up these
controls. The later
is more flexible as you can then alter it
independently from the
texture.
Robert.
On Jan 9, 2008 9:33 PM, Art Tevs
[EMAIL
Hi Markus,
my Hardware at home is not the best for testing
this (AGP8x, 7600GS) ,
but soon I will try get a new system with 2x 8800GT
and a mainboard with
750i SLI Chipset. Today I can only render 512x512,
else the framerate
is going down under 10 Hz. It should run much faster
on a
Hi Markus!
Cool, I am glad to hear that the library also runs on
another machines.
As I have mentioned on the osgPPU Homepage I am
planning to release Depth of Field example
application. In my application I had already that
effect running. Hence there is only a proper example
application needed
Hi, folks!
I am wonder why the current implementation do not
provide any method to specify GL_TEXTURE_MIN_LOD,
GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and
GL_TEXTURE_MAX_LEVEL (it exists already since OpenGL
v1.2)
I need to change the base and max level parameters of
a texture (maybe I do not
a mailinglist soon, where the
development of osgPPU can be discussed.
Best regards,
Art Tevs
P.S. I appologize if the given link doesn't work
sometimes. The server is not the best one ;-)
___
osg-users mailing list
osg-users
problems.
Cheers,
Art
P.S. Could you please post me the complete error log?
Hi Art,
Art Tevs schrieb:
Could you please send me a
complete list of errors, so that I try to fix
them.
Or if you want to, you can fix them and send me
the
corresponding patches (just corrected files
something simple I'm
overlooking...Does anyone have any ideas?
biv
On Jan 8, 2008 9:10 AM, Art Tevs
[EMAIL PROTECTED] wrote:
Hi,
No, I do not have the latest drivers. Here at my
work
I have 8800Ultra with just 100.14 version of the
drivers, hence pretty old. At home I've got
Hi folks,
All the issues with the new nVidia driver are
corrected now. It seems that nVidia drivers starts to
be more restrictive to the shader code. The shaders
were rewritten to be supported on the Shader Model 3.0
hardware. Hence the shaders should link now (However
let me know if they still
Hi Sergey,
what you want to achieve can be with the library I
have posted before, osgPPU. Take a look on
http://projects.tevs.eu/osgppu
There the problem you are speaking about is solved in
another way (take a look into example). I do use only
one camera, which renders the scene into an RTT
can post bugs and
improvements to me.
You can find the trac environment of osgPPU under:
http://projects.tevs.eu/osgppu/
I will create a mailinglist soon, where the
development of osgPPU can be discussed.
Best regards,
Art Tevs
P.S. I appologize if the given link doesn't work
sometimes
If you setup your internalFormat and pixelFormat
correctly, then the code should work.
Art
--- Mael Blanchard [EMAIL PROTECTED] schrieb:
Hi all,
I have an array of floats (float tab[taille]) I
would like to set a OSG
texture 1D of float but i am not sure if my method
is good : see the
Hi Chris,
I have already implemented the things your are
speaking about. I am calling it osgPPUG: stands for
osg post processing unit graph. There I can build up a
graph of post processing units (rtt quads) which can
do single/multipass, single or multiple rendering
targets for inputs and outputs
and this is
don't work :s
have you other suggestion? I'm surprise that don't
work !!!
thanks you
bnua
2007/9/12, Art Tevs [EMAIL PROTECTED]:
Try to use GL_LUMINANCE16F_ARB (and source format
GL_LUMINANCE) instead of GL_INTENSITY16F_ARB.
Art
--- Benoit bossavit [EMAIL PROTECTED] schrieb
.
It is possible OpenGL uses a filter when computes
the luminance value and
clamp it automatically?
In this case their is a mean to retrieve only the
red component?
I don't find GL_R16F_ARG :s
thanks for your attention.
bnua
2007/9/12, Art Tevs [EMAIL PROTECTED]:
How do you render
, seems work better..
what is the diferrence between FragData y FragColor?
thanks you very much Art
bnua
2007/9/12, Art Tevs [EMAIL PROTECTED]:
No OpenGl do not clamp float textures, even on
using
luminance. No there do not exists any GL_R16F_ARb
or
GL_RED16F_ARB.
Try to setup
Hi Rafa,
yes you are right.
I attached a patch which should correct this.
Robert, could you please merge it.
Rafa you could just use this file, until it is merged
in.
Cheers, Art
--- Rafa Gaitan [EMAIL PROTECTED] schrieb:
Hi Robert,
I'm really curious in the error I'm getting trying
to
Should be defined in the cmath or math.h
Hmm, the header is not included properly. gcc seems to
compile it correctly...
Art
--- sicong he [EMAIL PROTECTED] schrieb:
I get latest version and build under VS2005.
But in these line:
TextureRectangle.cpp Line 561, TextureCubeMap.cpp
Line 387,
yes, it seems that math.h does not define the log2
function on some systems.
Sorry, for this.
My proposition is to patch the osg's Math file to
support for log2 method. I attached the patched file,
which contains log2 function.
Best regards, Art
--- sicong he [EMAIL PROTECTED] schrieb:
It
Hmm, seems to be a good idea, since it would really
define only those things, which are not defined.
Now we need somebody to merge this for every define in
the osg ;-) I think it would be faster to write a
script to search for #define GL_ and to replace it
with the proposed macro.
Art
---
(floorf(log((double)v)
* INVLN_2)); }
And this new log2 function fix the build problem.
2007/9/11, Art Tevs [EMAIL PROTECTED]:
yes, it seems that math.h does not define the
log2
function on some systems.
Sorry, for this.
My proposition is to patch the osg's Math
Yes you are right.
it should be binding2DArray = GL_FALSE;
Hmm, strange why does compiler do not see that this is
a non-sense instruction...
Are the -Wall Flags activated, Robert?
Art
--- Jean-Sébastien Guay
[EMAIL PROTECTED] schrieb:
Hello,
In Image.cpp as of about 5 minutes ago
Aha, I see , thanks.
Is there a reason why do not to use the -Wall flag for the osg compilation per
default?
Art
David Callu [EMAIL PROTECTED] schrieb: oups sorry
Default flags with gcc have not -W or -Wall or other warning flag
You can enable it with set ON the
Hi guys.
Yeah. Was nice to meet the guys outside of the virtual
world.
As I have already mentioned in my Talk at BOF, I want
to provide a new node kit osgPPU (post processing
units) to do a simple postprocessing with the osg.
There were question about the publication time. I just
want let to
Hi folks.
I am currently rewriting my application from osg 1.2
to the current one from svn. The node masks do not do
that what they have done before. For example, I have
an offscreencamera which mask is set to 4 (so 0b0100)
some of the connected nodes does have a mask of 1 but
they are visible
mask to prevent the new setting
from bleeding into
subsequent subgraphs.
Could you do a svn update and let me know if this
makes any difference.
Robert.
On 8/2/07, Art Tevs [EMAIL PROTECTED] wrote:
Hi folks.
I am currently rewriting my application from osg
1.2
to the current
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