Re: [osg-users] RTT with Shadows (LispSM)

2011-10-19 Thread Craig S. Bosma
osgViewer rather than SceneView. If you are happy using the svn/trunk version of the OSG then the new osgShadow::ViewDependentShadowMap implementation will probably be your best bet as it's more stable w.r.t quality than LispSM. Robert. On Wed, Oct 12, 2011 at 10:58 PM, Craig S. Bosma

[osg-users] RTT with Shadows (LispSM)

2011-10-12 Thread Craig S. Bosma
Hi, I'm trying to incorporate the LispSM shadow technique into my renderer (osg 2.8.2, SceneView-based) but can't get the shadows to work when added under an RTT camera (FBO). I came across this thread http://forum.openscenegraph.org/viewtopic.php?t=8347 that seems to describe my problem

[osg-users] In readNode, find the parent node that will be merged into

2011-09-06 Thread Craig S. Bosma
Hi, I'm working on a feature that requires modifying a scene graph after it's been loaded, including those that may be loaded from the DatabasePager. Unfortunately the process depends on any ancestor transforms that may be present in the graph that the node may be merged into. I've looked (at

Re: [osg-users] In readNode, find the parent node that will be merged into

2011-09-06 Thread Craig S. Bosma
: On 9/6/2011 12:33 PM, Craig S. Bosma wrote: Hi, I'm working on a feature that requires modifying a scene graph after it's been loaded, including those that may be loaded from the DatabasePager. Unfortunately the process depends on any ancestor transforms that may be present in the graph

Re: [osg-users] Intersection testing in a separate thread

2011-05-13 Thread Craig S. Bosma
J-S, Shayne, Thanks for the help. The threaded/shared scenegraph is the approach I had in mind, but there are still a few kinks in my understanding that I'm trying to work out. The current serial render loop looks something like: databasePager-signalBeginFrame(...);

[osg-users] Intersection testing in a separate thread

2011-05-12 Thread Craig S. Bosma
Hi, I have an OSG-based simulation that I'm considering retrofitting to decouple the actual simulation rate from the render frame rate. It's not viewer-based. A simplified example would be and application that listens for a network message identifying two world positions, performs and

Re: [osg-users] Fine-grained render ordering

2011-05-06 Thread Craig S. Bosma
or just after (depending on render order set on camera) rendering parent camera. With that in mind you can build hierarchy that suits your purposes. Example : camera1 - camera2 02.05.2011, 16:17, Craig S. Bosma craig.bo...@gmail.com;: Will the same technique work with a third

Re: [osg-users] Fine-grained render ordering

2011-05-02 Thread Craig S. Bosma
, Craig S. Bosma craig.bo...@gmail.com: Robert, Thanks for pointing out the TraversalOrderBin, I wasn't aware of that. However, I'm still a little unclear on how that might help for my use. Suppose I have a scene with with a root Group node and two child Camera Nodes, A and B. Suppose both

Re: [osg-users] Fine-grained render ordering

2011-04-27 Thread Craig S. Bosma
require a greater knowledge of the internals of the rendering backend. Robert. On Fri, Apr 22, 2011 at 9:52 PM, Craig S. Bosma craig.bo...@gmail.com wrote: Hi, I'm working on a shader-driven graphics pipeline for an OSG-based app, and I want to better understand how I can better control

[osg-users] Fine-grained render ordering

2011-04-22 Thread Craig S. Bosma
Hi, I'm working on a shader-driven graphics pipeline for an OSG-based app, and I want to better understand how I can better control the rendering order. I want to render my initial scene to several texture targets, with opaque and transparent objects handled separately. Currently I do this

Re: [osg-users] VPB generated normals

2010-03-02 Thread Craig S. Bosma
as tiles are loaded. Alas I just haven't yet had the time undertake the work, and don't at present have a slot for it. Feel free to dive in and add it :-) Robert. On Tue, Mar 2, 2010 at 4:22 PM, Craig S. Bosma craig.bo...@gmail.com wrote: Hi, I've been exploring VPB lately (0.9.11