[osg-users] Make node transparent on the fly - osg::Depth state leakage?

2008-05-09 Thread Christian Muschick
Hi! Before removing some nodes, I want them to fade out. So I want them to be rendered transparently for a short time, after they have been opaque most of their lifetime. I achieve this by setting the node's state as follows when the fadeout starts (omitting blend func constant details etc.):

Re: [osg-users] Make node transparent on the fly - osg::Depth state leakage?

2008-05-09 Thread Christian Muschick
Hi! Thanks for the quick response :-) You could help yourself if you just add the correct depth attribute to the parent of your node which should be faded out. For example: A is to fade out. P is parent of A, then you do: A-stateattribute-(new osg::Depth(0,1,false)) // or whatever you had

Re: [osg-users] Zero Ballistics - open beta

2008-04-03 Thread Christian Muschick
Hi! Any ETA on the Linux client? :) Should be up during the next 1-2 days. Don't expect it to work on ATI cards, though, last time we tried it crashed horribly when compiling the GLSL shaders... regards christian ___ osg-users mailing list

Re: [osg-users] ShadowMapping on recent ATI - repost

2008-02-21 Thread Christian Muschick
Hi! I didn't look at your images, but I recently posted an issue that seems to be similar to yours... (title issues with latest ATI driver, please confirm) I'll quote the relevant part here: In my program, I use perspective shadow maps, rendering to a depth texture using

[osg-users] issues with latest ATI driver, please confirm

2008-02-11 Thread Christian Muschick
Hi! There seem to be numerous issues regarding the latest ATI driver (8.1, tested on Windows XP): The osgshadow sample complains about the vertex shader missing. If I recompile the sample with a dummy shader, the sample displays the geometry, but all in black. I didn't investigate further

Re: [osg-users] ATI GLSL bug regarding uniform arrays?

2008-01-30 Thread Christian Muschick
Mike Weiblen wrote: Hi, Agreed this is not for OSG to workaround. But rather than do without arrays, couldn't your app conditionally append the [0]? Not clear why this is a showstopper. Just curious. You are right about this - anyway, my usage of arrays was triggering a software fallback

Re: [osg-users] Questions about Geometry implementation details

2007-10-19 Thread Christian Muschick
Robert Osfield wrote: Hi Ralf, Thanks for the clarification, I'm afraid my trip meant not following threads too closely. I've reviewed the code and the if (!array-getVertex..()) line is wrong, and Ulrich pointed to the correct implementation. I've fixed the relevant code and checked it

Re: [osg-users] Questions about Geometry implementation details

2007-10-19 Thread Christian Muschick
Robert Osfield wrote: Hi Christian, On 10/19/07, Christian Muschick [EMAIL PROTECTED] wrote: Sorry to bother you again, but did you take a look at the other lines of code I pointed out? I think the same problem exists there. line 1123: if (!array-getVertexBufferObject()) vbo = array

[osg-users] Questions about Geometry implementation details

2007-10-18 Thread Christian Muschick
Hello! My last request concerning this question didn't get any reply, so let me try this reformulated version: In Geometry.cpp, there are several lines of code that don't make sense to me. More precisely, the conditions in a few if-statements seem to be incorrect. As an example, in

[osg-users] Geometry::getOrCreateVertexBufferObject() - bug?

2007-10-09 Thread Christian Muschick
Hello! While browsing the source I noticed this line in Geometry.cpp (line 1060, rev 7375): if (!array-getVertexBufferObject()) vbo = array-getVertexBufferObject(); As far as I can see, there never is anything assigned to vbo but the NULL pointer, so a new vertex buffer object is always

[osg-users] Linux Impostor sample issues

2007-09-04 Thread Christian Muschick
Hello! Running the osgimpostor sample under linux first works fine. After some moving around, however, patches of houses start to disappear or flicker, and finally the application crashes. Numerous errors are written to the console, see the end of the message. After killing the program,

Re: [osg-users] Linux Impostor sample issues

2007-09-04 Thread Christian Muschick
I'm afraid this is osgimpostor running out of memory due to too many impostors being used all at once. The current impostor implementation doesn't try to provide an overall memory management scheme so is prone to consume too much resources. Impostors don't really have that much potential