Re: [osg-users] looking for a terrain database building toolchain

2016-12-28 Thread Daniel Schmid
Hi Raizel Proland Looks pretty interesting. Is there an exising OSG Integration available somewhere? Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69781#69781 ___ osg-users

[osg-users] WordEditor, TerraGear, FlightGear --> OSG ??

2016-12-22 Thread Daniel Schmid
Hi there I was just reading about the capapilities of terrain building using the tools that go with the flightgear. There is TerraGear (http://wiki.flightgear.org/Using_TerraGear) that can be used to generate full world scenery based on elevation, textures and shapefiles (similar to VPB, I

Re: [osg-users] looking for a terrain database building toolchain

2016-12-22 Thread Daniel Schmid
Hi Martin How do you bring the TerraGear scenery to OSG? I was just reading about TerraGear and its capabilities of generating airports and stuff. But its all in the the proprietary DSF file format... Cheers, Daniel -- Read this topic online here:

[osg-users] Imporstor and Shadows

2016-05-26 Thread Daniel Schmid
Hi there I have a scenario with around 100 cars driving around in my scene. I wondered if I could gain some performance by using impostors to simplify the rendering if this high-poly objects. For now I have no experience with impostors, and I don't know if they integrate well with Shadow

[osg-users] Speed of Shaders

2016-04-03 Thread Daniel Schmid
Hi there I have experienced that generally as soon as I use shaders, my DRAW time starts to increase significantly, and this even if I just reimplement the fixed function pipeline basic functionality. I wonder if some out there make the same experiences. Either it is my poor shader

Re: [osg-users] What's the difference between put rttcamera under root node and viewer?

2015-11-30 Thread Daniel Schmid
Hi silver In our project we have a driving simulator using rear view mirrors. And we had the same issues about what should be seen in the mirror and what in the main view. First we had no shadows and light effects in the mirrors, but after some time, we figured that light effects are essential

[osg-users] Stats Handler showing prerender cameras

2015-11-30 Thread Daniel Schmid
Hi all, Currently the statshandler can show the main camera plus slave cameras. The available cameras are fetched via viewer->getcameras method. It would be great if the list of interesting cameras could be customized to show for instance an interesting prerender camera. Adding it via

[osg-users] Speedtree Implementation

2015-11-04 Thread Daniel Schmid
Hi all Meanwhile SpeedTree V7 is available. But unfortunately there is still no really good implementation available of how it can be integrated tightly into OSG. So this is a call for all the users of SpeedTree out there. Please post your experience and sample code and as much of your

[osg-users] VDSM and shadow of 3d Tree

2015-11-04 Thread Daniel Schmid
Hi all Until now we had trees made of billboards in our terrain, and used VDSM as a shadow algorithm. Shadows of billboard trees are ok on the ground, but the billboard itself is always half lit and half in shadow which is not very nice. So I decided to put trees made as a 3d model with solid

Re: [osg-users] [3rdparty] SpeedTree 6.0 integration

2015-11-04 Thread Daniel Schmid
Any examples available meanwhile? Thank you! Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65537#65537 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] tree[d] Generator

2015-10-06 Thread Daniel Schmid
Hi all I used to generate trees for OSG using a tool called tree[d]. It comes from a website called www.frecle.net, but this site was updated and there is nomore reference to the tool. The only way to get it is via a cached website:

Re: [osg-users] How to add shadows to deferred shading?

2015-09-16 Thread Daniel Schmid
Hi Sebastian I read in lot of posts that you have experience with deferred rendering in osg. Could you share some of your insights and probably even samples or code snippets that could bring some more light into this topic? I'm basically interested in: - construction of G-Buffer - integration

Re: [osg-users] Lagging between main camera MV and prerender camera

2015-01-12 Thread Daniel Schmid
Hi all I solved the problem! Actually the mistake I made is that the uniform holding the texture-matrix was added to the stateset of the root node. Instead I had to dive into the ShadowedScene, find the stateset of the shadow receiving scene part and add the matrix (and the prerendered

Re: [osg-users] Lagging between main camera MV and prerender camera

2014-12-14 Thread Daniel Schmid
Hi Robert I do all my matrix calculations in the cull, which is renderTraversal. I don't understand why the camera matrices shouldn't be correct at this time... Code: void EfxTracksPrerenderer::ViewData::cull(osgUtil::CullVisitor* a_cv) { osg::NodePath l_NodePath = a_cv-getNodePath();

Re: [osg-users] Loading in background without displaying

2014-05-21 Thread Daniel Schmid
Hi Sebastian You you provide your own derived class of DatabasePager and overload the method addLoadedDataToSceneGraphLocal. Thats the place where the databaseRequest-loadedModel is added to the scene. Afterwards, the model is set to zero to notify the completion of the databaseRequest. You

[osg-users] Calculate bounds of geometry in culled frustum

2014-05-02 Thread Daniel Schmid
Hi there I have a huge scene and would like to know what geometry is contained in view frustum. Doing via a ComputeBoundsVisitor is not an option, there's way to much to traverse. I was wondering of doing it by examining renderstage/renderleafs but there are too much objects contained. I

Re: [osg-users] [3rdparty] SpeedTree 6.0 integration

2014-03-21 Thread Daniel Schmid
Hi Michael I wonder if your SpeedTree and terrain rendering is doing ok? We are about to integrate SpeedTree and we use paged/tiled terrain aswell. Can you provide example code of how you integrated the SpeedTree classes and shaders into OSG? and also share some insights on the issues you

[osg-users] osgDesigner or other Editor

2014-02-25 Thread Daniel Schmid
Hi all I know this topic comes from time to time. But it is a real pitty that there seems to be no good Editor that allows you to modify .osg files. I know that I can use blender or similar, but I when I really need to modify stuff in the scenegraph and classes that are proper to osg, then

Re: [osg-users] force fixed function pipeline

2014-02-13 Thread Daniel Schmid
I chose the following solution: by knowing that binding program 0 (zero) doesn't give 100% correct results with all drivers, I created a fragment program that simply passes the incoming color to the output. Like this I was sure that at least the vertex part of the pipeline is using fixed

[osg-users] force fixed function pipeline

2014-02-07 Thread Daniel Schmid
Hi Robert and all I have a main shader for my scene graph. Then I have some parts of my loaded models that I want to explicitely render with the fixed-function-pipeline (FFP). In osg 3.1.5 I was able to modify a particular stateset by writing

Re: [osg-users] force fixed function pipeline

2014-02-07 Thread Daniel Schmid
I know setting an empty program is the way this used to be done. And it seemed to work for some time. But in my case it doens't. In the apply method of osg::Program, a call to glUseProgram(0) is issued when the program object is empty. According to

Re: [osg-users] Fixed-function multi-texturing

2014-02-07 Thread Daniel Schmid
As far as I know, NVIDIA for instance left the Maximum number of multitexturing Units for the fixed function Pipeline at 4 also for more current Cards and Driver Versions. They say that for more textures you have to use shaders. I had the same issues a couple of weeks ago and had to Switch to

[osg-users] sorting in renderbin

2014-02-03 Thread Daniel Schmid
Hi all I have a custom renderstage, that I use for prerendering of a sub-scenegraph. The drawables within are stacked along the y axis (up) to simulate priority, the projection is done as view-from-top. The highest-y drawable is supposed to be drawn last (topmost). Since I look down on from

Re: [osg-users] Post perspective space texture mapping

2014-01-14 Thread Daniel Schmid
Is there nobody who has knowledge of how to implement post perspective texture matrix, like used in perspective shadow map (PSM) ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57877#57877 ___

[osg-users] Post perspective space texture mapping

2014-01-13 Thread Daniel Schmid
Hi there I'm doing projective texturing of a texture created in a prerender pass. In fact something similar to OverlayNode, using a vertical projector (like vertical light source if we were talking in shadow language). Everything works fine so far. Now I want to add perspective projection in

Re: [osg-users] TexGen limitations

2013-12-16 Thread Daniel Schmid
The mistery is solved. On Nvidia cards, a maximum of 4 Multitexture Units are allowed. you can simply query this value by calling glGetIntegerv(GL_MAX_TEXTURE_UNITS, iUnits); So it looks like using TexGen is therefore limited to the lowest 4 Textureunits, which is not very logical. Actually

Re: [osg-users] TexGen limitations

2013-12-16 Thread Daniel Schmid
Hi Wojtek, would you mind doing the simple test with the sample program osgspotlight and the modifications I documented? I wonder if you get the same different results as soon as you use texture units from 4 and above. Cheers, Daniel -- Read this topic online here:

Re: [osg-users] TexGen limitations

2013-12-16 Thread Daniel Schmid
lit. So it looks to me like an issue with applying or blending the texture on stage 4 and more... Its not a problem of coord generation its the problem of texture not used correctly... Cheers, Wojtek  2013/12/16 Daniel Schmid () Hi Wojtek, would you mind doing the simple test

Re: [osg-users] TexGen limitations

2013-12-13 Thread Daniel Schmid
I have an Nvidia GTX TITAN with current drivers. Sure this could be a driver issue... but I doubt it with such current hardware. I would be curious if you Robert or anybody could quickly make the test according to my previous post and just tell your results. I know it sounds silly for such a

Re: [osg-users] TexGen limitations

2013-12-13 Thread Daniel Schmid
I made the test now with a GTX 580 and a different driver version, and I still have the same issues! Daniel ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Forum error

2013-12-12 Thread Daniel Schmid
Hi all The forum seems to be out of service. Is there anybody working on this issue? The mailing list is gread but in order to look up and search, I still prefer the forum... Regards Daniel ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] TexGen limitations

2013-12-12 Thread Daniel Schmid
Hi there I noticed a limitation in TexGen. It looks like osg::TexGen can only be used up to a texture unit between 0 and 3, starting from texture unit 4 to 7, osg::TexGen have no more effect. You can easily test this with the osgspotlight.cpp example by changing the following lines: Line 249:

Re: [osg-users] remove a view from a CompositeViewer

2013-12-06 Thread Daniel Schmid
Hi gambr I had similar issues when adding/removing views from composite viewer. Finally my crashes were solved by stopping and restarting Threading ! The code then looks like this: Code: // adding m_Viewer.stopThreading(); m_Viewer.addView( a new view pointer );

[osg-users] Adding/Removing objects to scene graph

2013-11-05 Thread Daniel Schmid
Hi all I searched the forum already but didn't find anything that pointed me further. My question is the following: When is the correct moment of removing/modifying objects from the scenegraph? In my multithreaded context, cull and draw run parallel, and in my understanding (and according to

[osg-users] SharedStateManager performance issues

2013-09-26 Thread Daniel Schmid
Hi there I have a tiled DB that is loaded using the DatabasePager. Everything ok and fully performant. Now I generate some custom drawables and attach them to the tiles sub-scene graph. Suddenly I notice a heavy load problem (stutter) in the moment when the node is being added to the main

Re: [osg-users] SharedStateManager performance issues

2013-09-26 Thread Daniel Schmid
@Robert, would it be possible to call Code: if (osgDB::Registry::instance()-getSharedStateManager()) osgDB::Registry::instance()-getSharedStateManager()-share(databaseRequest-_loadedModel.get()); in the db loading thread scope instead of during the scene update?

[osg-users] What tools do you use

2013-09-20 Thread Daniel Schmid
Hi all out there I am trying to build content for our OSG-based driving simulation engine. I have some complete terrains (terrain, buildings, streets, vegetation, etc) that were build (externally) on a terravista based toolchain. I was searching the forum to find out what tools people use to

Re: [osg-users] What tools do you use

2013-09-20 Thread Daniel Schmid
Sounds interesting to me. I would be glad if you added me to the list of beta testers. When will public beta tests be starting? Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56420#56420

Re: [osg-users] reflection / refraction clip plane

2013-09-18 Thread Daniel Schmid
Hi all Here comes my follow up. As you can see in the code snipped above, the clipping plane of the refraction camera is looking in the opposite direction. Since the clipping is done on the graphics card, and the primitives are still in world coordinates, the refraction clipping plane has to

Re: [osg-users] reflection / refraction clip plane

2013-09-18 Thread Daniel Schmid
Hi all I was unsuccesful with the ClipPlanes, so I decided to write a Vertex/Fragment Shader pair that handles the clipping by doing a fragment abort upon testing the vertex world height with a clipping height uniform. Like this I was finally able get the control I wanted. Thank you! Cheers,

[osg-users] Shadow culling for big geometries

2013-09-10 Thread Daniel Schmid
Hi all I use VDSM of osg 3.2.0. In my current project (terrain rendering for driving simulation), I want to render the surface of a big lake. Until now it was composed of a bunch of polygons (~40), that described its surface as a flat plane withoug any animation, just showing a simple texture.

Re: [osg-users] Shadow culling for big geometries

2013-09-10 Thread Daniel Schmid
Hi Robert I checked my viewers camera. I set it on DO_NOT_COMPUTE_NEAR_FAR explicitely. I noticed that the shadow camera uses COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES ... But there is one thing I don't understand. I set the nodemask on this particular geometry to NOT shadow cast. Why is it

Re: [osg-users] Create Texture coodinates for modified geometry

2013-09-08 Thread Daniel Schmid
Hi Laurens and Robert This is exactly what I was looking for... @Robert, I think this is the barycentric method you were talking of... Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56173#56173

[osg-users] Compar polygons in Geometry

2013-05-29 Thread Daniel Schmid
Hello all I have geometry with vertex arrays that contain triangles that are duplicated. They appear once as normal polygons, and once using the same vertex points, but with the normal pointing in the opposite direction. So in the same array I have polygons that cover the exact same surface

[osg-users] PointSprite Texture orientation

2013-05-08 Thread Daniel Schmid
Hi all I use pointsprites to simulate precipitation (rain/snow). The implementation is completed and works very well. Now the end user decided to rotate the viewport about 90 degrees. The problem is now that the pointsprite texture coordinates to not take into accout the rotated viewport and

Re: [osg-users] How to set attribute shaders vars into ShadowedScene.

2013-04-03 Thread Daniel Schmid
Hi Dario For this case you have to derive your own shadow class from MinimalShadowMap, in order to get access to the protected statesets and programs. That's the way I did it. Regards -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53446#53446

[osg-users] lightmap generated from lightcone geometry

2013-04-01 Thread Daniel Schmid
Hi all I have a number of modeled lightcones that simulate the illumination area of spotlights in my scene. These lightcones allow me to render lightshafts very nicely. Now I want to render the impact of the light on the lit geometry, known as lightmap. imagine a street lamp and the floor

Re: [osg-users] [osgPPU] How to use osgPPU in an environment withz several slave cameras?

2013-03-27 Thread Daniel Schmid
Hi wernerM Could you please provide some example code of how you are doing things? I have a prerender camera rendering part of the scene which is applied in a ppu unit over the main scene. Are both background and hud text missing? For hud text please have a look all the statistic and help

[osg-users] prerender camera and cullvisitor

2013-03-27 Thread Daniel Schmid
Hi all I have a prerender RTT camera that renders part of my scenegraph, and i set reference_frame to RELATIVE_RF, the view direction of the camera is identical to the main camera. The output of the prerender camera is then applied in a postprocessing step. Everything works fine and is

Re: [osg-users] prerender camera and cullvisitor

2013-03-27 Thread Daniel Schmid
Hi Robert Its not the ModelView Matrix of that I need, it is the ViewMatrix, since I want to calculate the current eyepoint/direction in world coordinates. Or is there a way to get to eyepoint by using the ModelView Matrix of the cullvisitor? I'm not that strong in matrix math... Regards

Re: [osg-users] [osgPPU] osgPPU and wireframe

2013-03-25 Thread Daniel Schmid
In the method Procesor::init(), it added the following code: Code: osg::PolygonMode* l_Polymode = new osg::PolygonMode( osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::FILL ); mStateSet-setAttributeAndModes(l_Polymode, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);

Re: [osg-users] [osgPPU] osgPPU and wireframe

2013-03-25 Thread Daniel Schmid
Problem solved, my last posted solution is working. It was a compile problem... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53224#53224 ___ osg-users mailing list

[osg-users] potential deadlock in viewer threading

2013-03-22 Thread Daniel Schmid
Hi Robert I discovered an issue with multithreading. Consider the following Code in ViewerBase::startThreading: Code: void ViewerBase::startThreading() { if (_threadingModel==CullThreadPerCameraDrawThreadPerContext numThreadsOnStartBarrier1) { Cameras::iterator

[osg-users] [osgPPU] osgPPU and wireframe

2013-03-22 Thread Daniel Schmid
Hi all Maybe you noticed that when using osgPPU and pressing 'w' to change the polygon mode to wireframe, the screen goes black, because only the screenquad is rendered in wireframe, but the actual scene is not rendered anymore. Does anybody know how to change this? Thank you! Cheers,

[osg-users] PRE_RENDER ignores depth buffer?

2013-03-11 Thread Daniel Schmid
Hi all I have a NESTED_RENDER camera that 3 RTTs plus a Depth texture. Works fine. Now I added a PRE_RENDER camera rendering part of geometry to a texture and a Depth texture. This works aswell except that the depth texture remains empty/untouched. Is there an issue with PRE_RENDER cameras?

[osg-users] transparent geometry refuses to write to depth buffer

2013-03-11 Thread Daniel Schmid
Lets put it this way round: my pre-render camera has a depth and a color buffer. My geometry has a vertex and fragment shader that fades the geometry using alpha. I have the desired result in my color buffer but my depth buffer remains empty. How can I force geometry to always write depth, no

[osg-users] [osgPPU] Rendering scene geometry in PPU

2013-03-04 Thread Daniel Schmid
Hi all I have some light cones that simulate the glowing of a light. All the light cones are in one group in the scene graph, and they have their apropriate shader in the group stateset to get the desired effect. Now my goal is to render the cones in a osgppu postpro step. I want to have

Re: [osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2013-02-14 Thread Daniel Schmid
With all postprocessing solutions I checked out so far, they all have the same issue: they lack support of multiple viewports (for instance using CompositeViewer) and they all need some additional elements (camera, quads, etc) being added to the scene graph. My expectation of a postprocessing

Re: [osg-users] Sharing some screenshots of my present work :-)

2013-01-28 Thread Daniel Schmid
Hi Wang I'm using your VDSM implementation in my project, and also Silverlining for atmosphere simulation. Did you implement your own tone-mapping (HDR) or do you use Silverlining in the standard way? In case you use your own tone-mapping, I would be interested in some sample code, because I

Re: [osg-users] ViewDependentShadowMap memory leaks with CompositeViewer

2012-12-20 Thread Daniel Schmid
Hi Robert Sounds like a good idea to use observers. I just did the following: - Derived my customized ViewDependentShadowMap class also from Observer. - override the createViewDependentData method to add this-ptr to CullVisitors observers - implemented Observers objectDeleted method to remove

Re: [osg-users] ViewDependentShadowMap memory leaks with CompositeViewer

2012-12-20 Thread Daniel Schmid
Hi Robert I tried with dynamic_cast and also with reinterpret_cast. Both didn't give me the correct pointer. Could it be that with multiple inheriance it is not working correctly? CullVisitor is derived from NodeVisitor AND CullStack... Finally I created my own map of the following type:

[osg-users] CompositeViewer recreates textures upon adding View

2012-12-19 Thread Daniel Schmid
Hi there I run a CompositeViewer, and I can add views dynamically, and they all share the same scene and the same graphicscontext. Now I have the following issue: As soon as a view is added, it looks like all the texture objects are invalidated and/or recreated. In my log I have tons of lines

[osg-users] ViewDependentShadowMap memory leaks with CompositeViewer

2012-12-19 Thread Daniel Schmid
Hi Robert, Wang Rui, and all I discovered a great gpu memory wasting in ViewDependentShadowMap. I use CompositeViewer with dynamically adding/removing view, and one global scene graph for all views. ViewDependentShadowMap uses ViewDependentData to store the shadows etc. These Data are

[osg-users] [osgPPU] Objects not released

2012-12-18 Thread Daniel Schmid
Hi all I'm trying to track down some memory leaks in my application which uses osgPPU. I noticed a difference between the following two methods of cascading units: - When I cascade units through childUnit-setInputToUniform(parentUnit, ...), then the units seem to have a object reference that

[osg-users] lighting of pointsprites

2012-12-07 Thread Daniel Schmid
Hi all I implemented a particle system using pointsprites, using fixed function pipeline. Now I have the requirement that the particles must react to lighting. I tried everything, but somehow my points don't care. I know I can do my own thing by implementing a shader program, but first I

Re: [osg-users] [osgPPU] multiple processors

2012-12-05 Thread Daniel Schmid
I'm kind of talking to myself here... and since 2010 there is no sign of Art Tevs... anybody saw him lately? Well, if anybody cares, I found out a solution to have multiple processors with compositeviewer, each view can have its different osgPPU pipeline, etc. 1. All you need to add is a group

Re: [osg-users] Example request: render to renderbuffer attachments of FBO of main camera.

2012-12-05 Thread Daniel Schmid
Hi, You can have a look in my post: http://forum.openscenegraph.org/viewtopic.php?t=11385 there is an example attached! Thank you! Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51430#51430

Re: [osg-users] custom vertex attribut, using BIND_OVERALL

2012-11-23 Thread Daniel Schmid
I tried everything, it only worked with bind per VERTEX. It must be an opengl issue... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51228#51228 ___ osg-users mailing list

Re: [osg-users] manually calling drawImplementation

2012-11-22 Thread Daniel Schmid
Daniel, Is there a reason why you can't just use a osg::Camera that is drawn after the main scene? Robert. On 21 November 2012 08:58, Daniel Schmid () wrote: Hello all   I have a camera postdrawcallback, and I want to draw a little scene-subgraph  manually. So lets say

Re: [osg-users] slave camera using rtt texture

2012-11-22 Thread Daniel Schmid
illustrates the use of RTT cameras to render to texture and * post render cameras to render the texture again on a quad. * * Daniel Schmid 22.11.2012 */ #include osg/Geometry #include osg/Texture2D #include osg/io_utils #include osgGA/StateSetManipulator #include osgDB/Registry #include osgDB/ReadFile

Re: [osg-users] How to remove or reduce shivering in soft shadow map?

2012-11-22 Thread Daniel Schmid
Hi I wonder if you are using some kind of ambient occlusion for your scene? how did you do it? Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51216#51216 ___ osg-users mailing list

[osg-users] manually calling drawImplementation

2012-11-21 Thread Daniel Schmid
Hello all I have a camera postdrawcallback, and I want to draw a little scene-subgraph manually. So lets say for my subgraph I have a osg::Node as an entry point. How can I call the drawImplementations of the objects inside this subgraph manually? The reason for doing this is a post

[osg-users] [osgPPU] multiple processors

2012-11-20 Thread Daniel Schmid
Hi art and all This is not my first post about osgPPU and composite viewer, but I get no read feedback so I try it once more. I have a composite viewer, and I can add views at runtime. I use osgPPU and it works with one viewer (the first created). For every additional viewer I also create a

[osg-users] slave camera using rtt texture

2012-11-16 Thread Daniel Schmid
Hi all I have a composite viewer, where the main camera renders to texture. No I added a slave camera (POST_RENDER that uses the same graphics context as the main camera). I had a screen quad child on which I would like to render the texture from the main camera. But all I get is a black

Re: [osg-users] Finding OSG debug libraries

2012-11-15 Thread Daniel Schmid
Thanks for the reply. The problem I had was that I had only a OSG-debug build. The FindPackage funktions can either find release libs or releasedebug libs, but if you provide only debug libs (with d postfix), there is no luck, the find will abort. Finally I had a release and a debug build,

[osg-users] Finding OSG debug libraries

2012-11-14 Thread Daniel Schmid
Hi all I use the following lines to find the libraries of osg: SET(OSGLIBRARIES osgDB osgUtil osgGA osgViewer osgText osgSim osgParticle osgShadow osgManipulator) FIND_PACKAGE(OpenSceneGraph 3.0.1 COMPONENTS ${OSGLIBRARIES} REQUIRED) Now I want to look for debug libraries. I specify the env

Re: [osg-users] [osgPPU] osgPPU with CompositeViewer

2012-11-05 Thread Daniel Schmid
Hello all I bring this subject again to the surface. And I wonder if Art (or anybody else out there) has an opinion about this he would like to share... In a composite viewer setting, views can be dynamically added and removed. In osgPPU, the Processor is part of the scene graph, but it has to

Re: [osg-users] Non emissive ParticleSystem and lighting

2012-11-02 Thread Daniel Schmid
I have a similar problem, but simply tricking the ambient light is not enought. I have a particle system to simulate snow. I have two GL lights. One is the normal daylight (sun) that defines my ambient/diffuse light. The second light is a spotlight simulating the car head light, which should

[osg-users] Attach light to camera

2012-10-30 Thread Daniel Schmid
Hi all I struggle to add a light to my viewer. I have the sky light illuminating the scene (light 0). Now I want to add a spotlight to illuminate the area right in front of my camera for night scenarios. I tried to attach the light to the scene and position it in a cull visitor in front of

[osg-users] custom vertex attribut, using BIND_OVERALL

2012-10-24 Thread Daniel Schmid
Hi all I want to pass a custom vertex attribute (lets say a material code) to my vertex shader. For the moment I use BIND_PER_VERTEX: Code: int l_SMC = 1027; // some material code for (unsigned int i=0; ia_geode.getNumDrawables(); ++i) { osg::Geometry* l_Geom =

[osg-users] custom vertex attribut, using BIND_OVERALL

2012-10-24 Thread Daniel Schmid
Hi all I want to pass a custom vertex attribute (lets say a material code) to my vertex shader. For the moment I use BIND_PER_VERTEX: [code] int l_SMC = 1027; // some material code for (unsigned int i=0; ia_geode.getNumDrawables(); ++i) { osg::Geometry* l_Geom =

Re: [osg-users] custom vertex attribut, using BIND_OVERALL

2012-10-24 Thread Daniel Schmid
When I would use uniforms, I cannot set different values for different geometries. Uniforms are global for a particular stateset. So I HAVE to use vertex attributes, since in my shader I want to treat some particular surface in a special way, but without the need of separate stateset.

[osg-users] Ghosting

2012-09-26 Thread Daniel Schmid
Hi all I wonder what experiences other users made with the ghosting effect on LC Displays and projectors. As soon as I move in my 3D scene (viewport move or rotate), I start to have double images or blur better known as ghosting. I run at 60 Hz vsync refresh so I'm in perfect sync with my

[osg-users] Self-Shadowing of Billboards

2012-08-22 Thread Daniel Schmid
Hi all I'm thinking of a solution to prevent self shadowing for billboards: If I can determine the radius of the billboard, and verify that the surface that casts shadow on the billboard is further away that the radius, I could make sure that all objects can cast shadows on the billboard, but

Re: [osg-users] cannot get floating-point multisampled FBOs

2012-08-17 Thread Daniel Schmid
Hi Robert I wonder if this bug has been investigated further or even fixed. Do you have any news concerning this? I face the exact same problem. No AA / multisampling on floating point render targets... Cheers, Daniel -- Read this topic online here:

[osg-users] [osgPPU] set new camera pointer

2012-08-15 Thread Daniel Schmid
Hi Art I create a processor and units and hock to processor to the root scene node. Then as soon as the viewer is up, I set the processors camera pointer. Now in my application I have the feature of destroying the view and setting it up again (we use composite viewer). As soon as I set the

Re: [osg-users] Using shaders (vert and frag) with StandardShadowMap shaders.

2012-08-06 Thread Daniel Schmid
Regarding your code, I think you missunderstood the concept of shaders and shadowtechnique. You do not need to have a visitor to add the shaders to your objects. You have to set the shaders to your shadow technique! Its the shadowscene node which takes responsibility to render your scene using

Re: [osg-users] Problem with deferred rendering

2012-07-05 Thread Daniel Schmid
Hi Sebastian You were talking about a deferred shading example. Do you have any example code you could provide? I'm just about to start with deferred shading and I'm very interested in having a look... Regards Daniel Sebastian Messerschmidt wrote: Hi Micael, Feel free to ask If you

Re: [osg-users] Problem with deferred rendering

2012-07-05 Thread Daniel Schmid
/chapter6/ch06_12 (https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter6/ch06_12) Wang Rui 2012/7/5 Daniel Schmid () Hi Sebastian You were talking about a deferred shading example. Do you have any example code you could provide? I'm just about to start with deferred

[osg-users] Render to QUAD and resize with osgManipulator::Dragger

2012-06-27 Thread Daniel Schmid
Hi all I render my scene into a frame buffer object which is attached to the main camera. Then I add a post render camera that renders the scene on a quad. So far so good, all is well, the quad fills a quarter of my screen as expected. Now I wanted to add a Dragger (TabPlaneDragger) to my

[osg-users] ViewDependentShadowMap improvements

2012-06-21 Thread Daniel Schmid
Hi Wang In your latest submission update, there is the possibility to set splitvalues. I somehow have a hard time to figure out how to use it. In my settings I calculate shadows up to 500 m max distance, with two shadows for my sun-light. Can't I just say that I want a shadowmap going from

[osg-users] osgShadow and both-face-visible polygons

2012-06-14 Thread Daniel Schmid
Hi all I use VDSM and I have a self shadowing issue. The polygons with both faces visible flicker with the shadow. Imagine this is the case for a fence around a house. The fence polygons show the fence texture on both sides. Did anybody experience the same behavior and find a good solution for

[osg-users] PrecipitationEffect in CameraPostDrawCallback

2012-04-27 Thread Daniel Schmid
Hello all I'm using SilverLining-SDK to render clouds and athmosphere, and I HAVE to render clouds in the PostDrawCallback. I do not use precipitation of SilverLining, I decided to use osgParticle::PrecipitationEffect. The precipitation MUST be drawn the very last, otherwise there are

Re: [osg-users] ViewDependentShadowMap

2012-04-17 Thread Daniel Schmid
10:07 An: OpenSceneGraph Users Betreff: Re: [osg-users] ViewDependentShadowMap On 11 April 2012 15:35, Daniel Schmid daniel.sch...@swiss-simtec.chmailto:daniel.sch...@swiss-simtec.ch wrote: Hi all Somehow I feel pretty alone out here working with VDSM... I have a huge paged terrain, and shadow

[osg-users] ViewDependentShadowMap

2012-04-11 Thread Daniel Schmid
Hi all Somehow I feel pretty alone out here working with VDSM... I have a huge paged terrain, and shadow looks awesome unless that as soon as I change my viewpoint (move camera), the shadows start to flicker and fuzz. I need somehow to limit the shadow distance... similar to MinimalShadowMap

[osg-users] StandardShadowMap overriding Vertex programs

2012-04-10 Thread Daniel Schmid
Hi there I noticed that in StandardShadowMap, in the method ViewData::init starting from line 607 there is code that sets the cameras stateset to an empty shader program. Does this mean that all shaderprograms that are set in my scene graph are deactivated for the shadow pass? I abuse some

[osg-users] VDSM getMinimumShadowMapNearFarRatio usage

2012-04-10 Thread Daniel Schmid
Hi everyone I'm goving another try to VDSM shadow technique. I have scene with paged terrain, and a great visibility. Is there a way to limit the max distance that should be taken into account in VDSM? When I use a top down perspective in my view, I have sharp shadows, but when I use a view

Re: [osg-users] bug in osgShadow VDSM texture stages

2012-04-05 Thread Daniel Schmid
Hi there I observed a strange behaviour with osg 3.1.2 shadows. You can reproduce it very simply with osgshadow example. Just run it with the following arguments: Osgshadow -4 –vdsm –unit 4 As soon as you select a shadowunit of 4 and above, no more shadows are displayed. In my project

[osg-users] osg3.1.1 : bindPBufferToTextureImplementation not implemented

2012-03-29 Thread Daniel Schmid
Hi there I'm trying to switch my application from osg 3.0.1 to osg 3.1.1 (and even to head 3.1.2) and I suddenly have the following message appearing cyclically: GraphicsWindow::bindPBufferToTextureImplementation(..) not implemented. The Line is written in PixelBufferX11 obviously, but

Re: [osg-users] osg3.1.1 : bindPBufferToTextureImplementation not implemented

2012-03-29 Thread Daniel Schmid
be going on. What hardware/drivers are you using? Robert. On 29 March 2012 09:36, Daniel Schmid daniel.sch...@swiss-simtec.ch wrote: Hi there I'm trying to switch my application from osg 3.0.1 to osg 3.1.1 (and even to head 3.1.2) and I suddenly have the following message appearing cyclically

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