Re: [osg-users] Shadow frustum culling

2018-10-29 Thread Gedalia Pasternak
it's frustum. If it's culling objects that you think should be in the > > frustum then perhaps it's just set up with the wrong projection matrix > > settings. > > > > Robert > > > > On Mon, 29 Oct 2018 at 18:44, Gedalia Pasternak > wrote: > > > > > &

[osg-users] Shadow frustum culling

2018-10-29 Thread Gedalia Pasternak
Hi List, I've noticed that when using a camera for shadow casting it can often cull out objects that are just outside of the frustum but cast shadows into the scene. Is there any way to decouple the camera frustum culling calculation from the rendering one, even just increasing the culling frustum

Re: [osg-users] Minor change proposal : Blacklist usage of all unsized texture internat format

2018-08-16 Thread Gedalia Pasternak
glTexStorage is much faster then glTexImage because it allocates the whole memory buffer in one shot, glTeximage take quite a bit longer to allocate the memory, not sure if it's 1.x or even longer than that due to reallocing and moving the memory if needed. I'm running off 3.4 and made a

Re: [osg-users] Bug in Cull Visitor

2018-05-13 Thread Gedalia Pasternak
Does that mean it’s used incorrectly in OcclusionQueryNode::getPassed()? That was what I was basing my understanding on. Gedalia On Sun, May 13, 2018 at 10:57 AM Robert Osfield <robert.osfi...@gmail.com> wrote: > Hi Gedalia, > > On 13 May 2018 at 15:27, Gedalia Pasternak <

Re: [osg-users] Bug in Cull Visitor

2018-05-13 Thread Gedalia Pasternak
gt; without anyone noticing. I've removed the duplicate from CullVisitor > and checked this into OSG master and the 3.6 branch. > > Robert. > > On 12 May 2018 at 21:34, Gedalia Pasternak <gpaster...@mak.com> wrote: > > Both CullVisitor and it's base class NodeVisitor have

[osg-users] Bug in Cull Visitor

2018-05-12 Thread Gedalia Pasternak
Both CullVisitor and it's base class NodeVisitor have members named _traversalNumber. Yielding duplicate member variables with the same name, and inconsistent behavior depending on how you access the class. Cull visitor's should be renamed, maybe to _cullTraversalNumber or something that wouldn't

Re: [osg-users] Limit in size of VBOs?

2017-09-08 Thread Gedalia Pasternak
I've seen a perf hit from using VBO's over display lists, but it's been worth it to be able to debug rendering with NSight, The modern OSG opengl clean path has a few other perf hits. The various model/view/projection matrix should probably be a uniform buffer object, instead of independent

Re: [osg-users] [forum] passing material properties to shader uniforms

2017-06-03 Thread Gedalia Pasternak
For OpenGL 3.2, I've taken the approach of using an uniform block to replace the materials, (if you think about this materials are currently treated as something that is shared between all shaders, which is how they are implemented in the fixed function pipeline) each material has a buffer on the

[osg-users] uniform buffers for transform stack and other constants

2017-03-13 Thread Gedalia Pasternak
Hello, I've seen that OSG has some basic primitives for uniform buffers, but they seem designed for homogeneous data. Most modern engines use uniform buffers to represent various levels of shader constants based on frequency of state changing, so you might have a per frame UBO/per pass UBO, a

Re: [osg-users] Tearing hair out over simple GLSL instancing

2016-12-22 Thread Gedalia Pasternak
you might want to look into glVertexAttribDivisor https://www.opengl.org/sdk/docs/man4/html/glVertexAttribDivisor.xhtml That would let you make a vbo with 100 offsets in it and then each instanced draw call would get a different offset. you can even send down a 4x3 transform matrix by using more

Re: [osg-users] Modern OpenGL and VBO performance

2016-11-10 Thread Gedalia Pasternak
in a glDraw function after the driver sent the following warning message = GL_INVALID_OPERATION error generated. Invalid VAO/VBO/pointer usage. Anyone else have it working? -gedalia On Wed, Nov 9, 2016 at 12:53 PM, Gedalia Pasternak <gpaster...@mak.com> wrote: > Hello list, > >

[osg-users] Modern OpenGL and VBO performance

2016-11-09 Thread Gedalia Pasternak
Hello list, I'm wondering if anyone has done performance testing on the new VAO support in 3.6? I'm using 3.4 and see a significant performance hit when turning on the GL3 flags and using VBO's, As a test I restored call list support and saw a significant performance improvement vs the VBO

Re: [osg-users] OSG Running with modern OpenGL

2016-09-26 Thread Gedalia Pasternak
Thanks Chris, OSG earth does have some fixes for materials and lighting, but it would be cleaner if it was part of OSG core. I'm pursing those as well, just seems like the core libraries should function out of the box, without spending a week applying patches or workarounds. We've been pursing

[osg-users] OSG Running with modern OpenGL

2016-09-26 Thread Gedalia Pasternak
Hello, I'm working on a OSG based rendering engine and we're trying to switch OSG to run without OSG_GL_FIXED_FUNCTION_AVAILABLE and all the other deprecated pipeline functions disabled. I'm wondering if there's a road map for getting OSG to support all the various bits of functionality that