Re: [osg-users] How to prevent resize of viewer window (Windows and Linux)

2012-02-23 Thread John Simpson
Jason I know it's possible if I dig into the windowing system for a specific platform, but I was hoping to do it using an OSG cross-platfom method (see first post). The app's developing and I'm now using a CompositeViewer for which I'm explicitly creating a GraphicsContext so I have access to

Re: [osg-users] How to prevent resize of viewer window (Windows and Linux)

2012-02-23 Thread John Simpson
Hi, I still haven't got to the bottom of this. Use the source? John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45726#45726 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://l

[osg-users] Texture update/write/modify in viewer loop

2012-02-23 Thread John Simpson
Hi, I'm trying to do motion blur just using OSG rather than osgPPU and I had intended to use the fragment shader from osgPPU which uses two textures holding the current and previous frames and mixes them together to produce the desired effect. All I need to do is store the current frame as the

Re: [osg-users] How to prevent resize of viewer window (Windows and Linux)

2012-02-17 Thread John Simpson
Jason Thanks but the viewer still resizes taking the viewport with it. This is a screen capture app with the resultant data being streamed to an image processing algorithm for which the image size is fixed. It's based on the osgscreencapture example which does mysterious things with the viewer

Re: [osg-users] How to prevent resize of viewer window (Windows and Linux)

2012-02-16 Thread John Simpson
Hi, For info: this can be achieved using... osgViewer::ViewerBase::Windows windows; viewer.getWindow(windows); windows[0]->setWindowDecoration(false); But this also prevents the window being moved - not ideal. John -- Read this topic online here: http://forum.openscenegraph.or

Re: [osg-users] How to prevent resize of viewer window (Windows and Linux)

2012-02-16 Thread John Simpson
Hi Werner Thanks for the reply. No I'm not using Qt, it's cross-platform at the console level so I'm relying on OSG's viewer windowing. John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45506#45506 ___

[osg-users] How to prevent resize of viewer window (Windows and Linux)

2012-02-16 Thread John Simpson
Hi, I need to display a viewer window that the user can't resize. Tried all sorts. I assume it's the viewer's graphics context traits resize boolean but can't figure out a way to change it. This is a cross-platform app and I guess there will be a way of messing with the underlying Windows an

Re: [osg-users] Z Buffer linearisation and DO_NOT_COMPUTE_NEAR_FAR

2011-02-11 Thread John Simpson
The algorithm I mentioned is correct but I'd forgotten to account for the fact that I was set up so that the far reported as 0 and the near as 1. My code now reads LinearDepth = 1.0 - ((2.0*near)/(far+near-(1.0-nonLinearDepth*(far-near))) I can now select/deselect DO_NOT_COMPUTE_NEAR_FAR and g

Re: [osg-users] Z Buffer linearisation and DO_NOT_COMPUTE_NEAR_FAR

2011-01-21 Thread John Simpson
Sergey Thanks for your responses. I should be in a position on Monday to try out your suggestions (I'm just battling with porting my nice Eclipse project to Visual Studio 2008 which I'm a bit rusty on). I'll get back to this thread then. Cheers John -- Read this topic onl

Re: [osg-users] Z Buffer linearisation and DO_NOT_COMPUTE_NEAR_FAR

2011-01-21 Thread John Simpson
Hi Sergey > Instead of relying on matrix that you get from osg camera, you can use > gl_ProjectionMatrix in shaders which is guaranteed to be current projection > matrix, this uniform contains all values you need to get linear depth from > 0..1 postperspective depth which i belive can be calcu

Re: [osg-users] Z Buffer linearisation and DO_NOT_COMPUTE_NEAR_FAR

2011-01-21 Thread John Simpson
Hi JP Thanks for the quick response. I'm not used to these forum things so the format of my response will probably be odd, anyway... > what are you setting > for near/far in the DO_NOT_COMPUTE_NEAR_FAR case? What is your > nonLinearRange value? Is it dependent on camera field of view? In b

[osg-users] Z Buffer linearisation and DO_NOT_COMPUTE_NEAR_FAR

2011-01-20 Thread John Simpson
Hi, I'm writing a laser range finder simulator using the depth component of a scene. I'm linearising the range in a fragment shader using.. linearRange = (2.0*near) /(far+near-(nonLinearRange*(far-near))) I was hoping to display the foggy depth image by allowing the rtt camera to calculate the