Re: [osg-users] culling / bounding calculation for shader scaled geometries

2019-03-28 Thread Christoph Dohmen
Thanks for the hint! I forgot to mention this. Using setCullingActive( false ) works, but I want the item to be culled if it is completely outside the viewport. Thank you! Cheers, Christoph -- Read this topic online here:

[osg-users] culling / bounding calculation for shader scaled geometries

2019-03-28 Thread Christoph Dohmen
Hi all, I need to display textured items in a pixel-constant size even on zooming. For my implementation I use the position as vertices and store the size in the normals. The vertex shader handles it all corrrectly and the image is shown in a constant size. Unfortunately these items are

Re: [osg-users] I need any ideas on how to wait for all outstanding frame-calls

2019-02-27 Thread Christoph Dohmen
Hi Robert, thanks for the quick reply. Do you mean the osgposter example? I will dig into this over the next days. Thank you! Cheers, Christoph -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=75664#75664

[osg-users] I need any ideas on how to wait for all outstanding frame-calls

2019-02-27 Thread Christoph Dohmen
Hi all, I need any ideas on how to wait for all outstanding or pending frame-calls. What I try to do is have a rendering on demand mode for a viewer showing a geotiff (using osgearth). Currently it takes several frame-calls to have the image in a clear state. And is state is the item I want to

Re: [osg-users] Idea to implement a kind of 'rubber mode'

2018-10-31 Thread Christoph Dohmen
Hi Laurens, in the end it took some time but finally I could create source to create the eraser and it is up and running quite smooth. Thank you! Thank you! Cheers, Christoph -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=75156#75156

Re: [osg-users] Idea to implement a kind of 'rubber mode'

2018-09-13 Thread Christoph Dohmen
Hi Laurens, it's working if I reduce the current drawing sources to fixed function pipeline. But unfortunately we use several shaders. As far as I understand the idea, I will need to access the ColorMask from within the fragment shader, right? Any hints for that or am I totally wrong? Thank

Re: [osg-users] Idea to implement a kind of 'rubber mode'

2018-09-12 Thread Christoph Dohmen
Thank you, Laurens! Cheers, Christoph -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74725#74725 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Idea to implement a kind of 'rubber mode'

2018-09-12 Thread Christoph Dohmen
Yes, Laurens, that's exactely what I was looking for! Do you have any source which created the file? Thank you! Cheers, Christoph -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74720#74720 ___

Re: [osg-users] Idea to implement a kind of 'rubber mode'

2018-09-12 Thread Christoph Dohmen
Hi Daniel, it's not a drawing programm. Thank you! Cheers, Christoph -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74718#74718 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Idea to implement a kind of 'rubber mode'

2018-09-11 Thread Christoph Dohmen
Hi Chris, the original goal is drawing a decorated line where the decoration interrupts and keep the background visible. I tried to visualize the elements and the seps which are acutally working. I got a few keywords like 'stencil', 'render to texture' but the samples are all related to

Re: [osg-users] Idea to implement a kind of 'rubber mode'

2018-09-11 Thread Christoph Dohmen
Well, Chris, thanks for the question. It shows that I was not precise enough. Currently I'm drawing the black line on top of a quite complex background (light blue). And as a second item I draw the quad with the red frame showing the green symbol and having transparent colour in the background

[osg-users] Idea to implement a kind of 'rubber mode'

2018-09-11 Thread Christoph Dohmen
Hi all, I'm looking for some inspiration for solving the following 'problem': Currently I'm drawing basic line geometries like in attachment line.png. And I'm able to draw items above the geometries (combo.png). But the final goal must be some kind of 'rubber mode' which makes the geometry

[osg-users] strange behaviour with osgText::Text

2018-07-18 Thread Christoph Dohmen
Hi, I have a strange effect with osgText::Text. My original goal was to have a constant pixel-sized Text close to the starting point of a line. Using dummy values everthing is fine. But using real values the textsize changes! See the attached source. The wrong behaviour could be seen by

Re: [osg-users] conversion from .vert/.frag files to cpp inline

2018-05-15 Thread Christoph Dohmen
Hi Robert, that's it, I tried several osg examples but missed the osg2cpp one :-( Thank you! Cheers, Christoph -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73643#73643 ___ osg-users mailing list

[osg-users] conversion from .vert/.frag files to cpp inline

2018-05-15 Thread Christoph Dohmen
Hi all, is there any easy 'conversion utility' to create cpp inlined definition of shader sources from .vert / .frag files? Thanks! Cheers, Christoph -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73641#73641

Re: [osg-users] Shaders with multiple views using ViewportCallback

2018-05-14 Thread Christoph Dohmen
Hi Robert, I just tried the uniform setting for the camera and it worked quite nice. But I'm not able to use a callback to do the updating stuff :-(. I tried to install this callback: Code: struct ViewportCallback : public osg::Uniform::Callback { ViewportCallback( osg::Camera* camera )

Re: [osg-users] Shaders with multiple views using ViewportCallback

2018-05-09 Thread Christoph Dohmen
Ahhh, Robert, thanks, that's the trick :-) Cheers, Christoph -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73575#73575 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Shaders with multiple views using ViewportCallback

2018-05-09 Thread Christoph Dohmen
Hi all, I need to use the viewport dimensions for some calculations in my vertex shader. The most found way of doing the update of the viewport-size uniform is the ViewportCallback derived from osg::Uniform::Callback which encapsulates a camera. But what happens if I have multiple views? How

[osg-users] How to fill a polygon with a hatch pattern

2014-07-11 Thread Christoph Dohmen
Hi, I have to fill a given polygon with a hatch pattern. The pattern could be horizontal, vertical, diagonal or a combination of them. Is it possible to define a state or add something to the drawable to achieve this? Thank you! Cheers, Christoph -- Read this topic online