Re: [osg-users] Camera render order and Threading models

2021-01-12 Thread Riccardo Corsi
back here, Thanks, Riccardo *Riccardo Corsi* co-founder, software engineering *Kairos3D srl* Via Agostino da Montefeltro 2, 10134 Torino Italy *T* +390113157111 *M* +393288522785 This e-mail is confidential and intended only for the use of the above named addressee. If you have received this e

[osg-users] Camera render order and Threading models

2021-01-07 Thread Riccardo Corsi
Hi all, I'm facing an issue when using multiple cameras and different threading models. In my scene I have a slave camera which renders to a texture (using FBO + texture attachment) in PRE_RENDER order; the texture is then attached to a geometry which in turns is rendered by the main viewer

Re: [osg-users] How can I embed OSG into imgui as a widget ?

2019-10-03 Thread Riccardo Corsi
Hi Jishen, if by ImGui you refer to the Dear Imgui library , what you're after is pretty odd, as ImGui is specifically designed to be embedded in other applications with their own rendering backend. This is why the library does create a window handle, nor is

Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-22 Thread Riccardo Corsi
Hi Robert, yes, it's single context, single thread, all GL calls are done by osg and osgOculusViewer in the various camera draw callbacks. On Fri, Oct 19, 2018 at 4:55 PM Robert Osfield wrote: > Hi Riccardo, > > On Fri, 19 Oct 2018 at 15:38, Riccardo Corsi > wrote: > >> I

Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-19 Thread Riccardo Corsi
I've tracked the issue down to the fact that it is necessary to call viewer.setReleaseContextAtEndOfFrameHint(false); for the Oculus to work properly. Thanks, Riccardo On Wed, Oct 17, 2018 at 2:33 PM Robert Osfield wrote: > On Wed, 17 Oct 2018 at 12:17, Riccardo Corsi >

Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-17 Thread Riccardo Corsi
G_GL_ERROR_CHECKING env var to ON i.e. > > set OSG_GL_ERROR_CHECKING=ON > > This will hopefully give you a more precise location of the error. > > Robert. > > On Wed, 17 Oct 2018 at 11:43, Riccardo Corsi > wrote: > >> Hi all, >> >> when using my

[osg-users] OpenGL viewport error (with Oculus)

2018-10-17 Thread Riccardo Corsi
Hi all, when using my application with the Oculus I get the following GL error at every frame: *Warning: detected OpenGL error 'invalid operation' after applying attribute Viewport * This error is coming from the call RenderStage::drawImplementation()

Re: [osg-users] GL profiles issues on Windows

2018-09-06 Thread Riccardo Corsi
Sorry Robert, at the moment I can only test on Win and Mac, but the second is not a candidate as it requires GL Core profile. On Thu, Sep 6, 2018 at 6:05 PM Robert Osfield wrote: > Hi Riccardo, > > On Thu, 6 Sep 2018 at 16:43, Riccardo Corsi > wrote: > > I tried adding

Re: [osg-users] GL profiles issues on Windows

2018-09-06 Thread Riccardo Corsi
the ShaderHint does not fix it. Riccardo On Thu, Sep 6, 2018 at 12:42 PM Robert Osfield wrote: > Hi Ricardo, > > On Thu, 6 Sep 2018 at 10:49, Riccardo Corsi > wrote: > > good guess! I've enabled the aliasing and my shaders works now with osg > default build! > > With this c

Re: [osg-users] GL profiles issues on Windows

2018-09-05 Thread Riccardo Corsi
y understanding this is not possible at all. > > - Werner - > > Am 05.09.2018 um 11:36 schrieb Robert Osfield: > > Hi Riccardo, > > > > On Wed, 5 Sep 2018 at 10:23, Riccardo Corsi > wrote: > >> Now what I'd like to do (on Win only) is to use libA and lib

Re: [osg-users] GL profiles issues on Windows

2018-09-05 Thread Riccardo Corsi
> Robert. > On Tue, 4 Sep 2018 at 21:44, Riccardo Corsi > wrote: > > > > Hi all, > > > > I have some osg-based libraries that are addressing only GL3+ Core > profile functionalities, as I need them to work on Mac. > > > > Now on Windows, I expected th

[osg-users] GL profiles issues on Windows

2018-09-04 Thread Riccardo Corsi
Hi all, I have some osg-based libraries that are addressing only GL3+ Core profile functionalities, as I need them to work on Mac. Now on Windows, I expected them to work just by compiling osg with the OSG_GL3_AVAILABLE flag. What happens instead is: - if I build osg with GL core profile (no GL

Re: [osg-users] Bug in osgDB::findFileInDirectory

2018-03-28 Thread Riccardo Corsi
​Thanks Robert​ *Riccardo Corsi* sw engineering & co-founder *Kairos3D srl* Via Agostino da Montefeltro 2, 10134 Torino Italy *T* +390113157111 *M* +393288522785 *Check out our ground-breaking 3D CAD-to-VR toolchain: www.kairos3d.it <http://www.kairos3d.it>* On Wed, Mar 28, 2018 a

Re: [osg-users] Bug in osgDB::findFileInDirectory

2018-03-27 Thread Riccardo Corsi
Hi Robert, thanks for the tests. You're right I was not concatenating the paths correctly, but the concatenation was ok in the default case, as the directory path contains a final slash. Now I've realised THAT is the case when the issue comes up: if you use a directory path which has the final

[osg-users] Bug in osgDB::findFileInDirectory

2018-03-27 Thread Riccardo Corsi
Hi Robert and all, I found a bug in osgDB::findFileInDirectory() which does not return the expected result on MacOS (and I guess under Linux, but I cannot verify), while it works as expected under Windows. I'm attaching a modified osgversion.cpp which reproduces the issue. Tested with: osg

Re: [osg-users] [3rdparty] ImGui integration

2017-12-20 Thread Riccardo Corsi
Hi Florian, I have a working implementation with non-FFP, which I cannot disclose, but I can give you some pointers: - I suggest to go for the "osg version" that you mention, using native osg geometries, not to have conflict with GL state and rendering in all osg threading schemes - you can

Re: [osg-users] Qt Quick and Android

2017-09-28 Thread Riccardo Corsi
Hi all, James can you just confirm that, with the QQuickRenderControl approach, it's no more mandatory to have the main application loop handled by a Qt application class? At the time when I wrote https://github.com/rickyviking/qmlosg (probably it was against Qt 4.8) the only option available

[osg-users] Next developer release

2017-09-11 Thread Riccardo Corsi
​Hi Robert, have you got any plan to tag the next developer release? Thank you, Riccardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Error with InputStream reading osgb files

2017-07-11 Thread Riccardo Corsi
Hi Robert, I've eventually tested the submission on my project and everything works as expected. Big files are now written and read correctly. Thank you, Riccardo. On Mon, Jun 19, 2017 at 6:44 PM, Riccardo Corsi <riccardo.co...@kairos3d.it> wrote: > Hi Robert, > > this week I'

Re: [osg-users] Error with InputStream reading osgb files

2017-06-19 Thread Riccardo Corsi
Hi Robert, this week I'm out of office, I'll give it a test as soon as I come back. Cheers, Riccardo On Jun 19, 2017 6:03 PM, "Robert Osfield" wrote: > HI Riccardo, > > On 14 June 2017 at 19:32, Robert Osfield wrote: > > Thanks Riccardo.

Re: [osg-users] Error with InputStream reading osgb files

2017-06-14 Thread Riccardo Corsi
Jun 12, 2017 at 5:49 PM, Robert Osfield <robert.osfi...@gmail.com> wrote: > Hi Riccardo, > > On 12 June 2017 at 12:35, Riccardo Corsi <riccardo.co...@kairos3d.it> > wrote: > > from within the BinaryStreamOperator we can get the file version with > > getInputStream(

Re: [osg-users] Error with InputStream reading osgb files

2017-06-12 Thread Riccardo Corsi
:05 PM, Robert Osfield <robert.osfi...@gmail.com> wrote: > Good to hear you've tracked down the problem. We might be able to > version to use of long uints for future rev's of the OSG. > > On 9 June 2017 at 17:22, Riccardo Corsi <riccardo.co...@kairos3d.it> > wrote: &

Re: [osg-users] Error with InputStream reading osgb files

2017-06-09 Thread Riccardo Corsi
blocks, but at least it doubles the current max size. I'll post a pull request with the patch. Using a type bigger than 4 bytes would make the current files unreadable, so I don't think it's something that can be changed. Riccardo On Thu, Jun 8, 2017 at 1:15 PM, Riccardo Corsi <riccardo.co...@kairos3d.

[osg-users] Error with InputStream reading osgb files

2017-06-08 Thread Riccardo Corsi
Hi all, I'm getting an error when reading some (pretty big) osgb files and having hard time in finding what's causing the issue. I'm creating the files myself with osgDB::writeNodeFile, without any error message when writing them. The files' contents are only Groups and Geometries with basic

Re: [osg-users] Recommended way to render a scene from multiple independent viewpoints

2017-04-11 Thread Riccardo Corsi
Hi Hannes, for the camera setup you're after I recommend using a SlaveUpdateCallback, which will be called once per frame for each slave camera, allowing you to manipulate the camera position/orientation at will. Here's a code snippet: // implement a slave callback to place the camera as you

[osg-users] Early events handling

2017-02-13 Thread Riccardo Corsi
Hi all, what I'm after is very similar to what the osg viewer does when checking if the QUIT event has happened during the last frame - link - with all the events collected in a frame available at the

Re: [osg-users] FrameStamp in osg::State

2017-02-03 Thread Riccardo Corsi
@Jannik ahah sorry, I didn't realize from the author's name :D I remembered the post as I've successfully used a solution similar to yours to render DYNAMIC elements that I want to render at the end of the frame. Anyway, as the frame number issue is fixed, no more need for workarounds. Cheers,

Re: [osg-users] FrameStamp in osg::State

2017-02-02 Thread Riccardo Corsi
Hi Jannik, depending on what you are doing in the drawImplementation(), I can think of 2 options. If you need to modify the drawable/stateset you can actually deep copy you drawable and use a "FrameSwitch" class as explained in this post (contains a link to the code):

Re: [osg-users] corrupted rendering

2016-12-21 Thread Riccardo Corsi
Hi Robert and Laurens, thanks for the fix, it works in my setup as well. Riccardo On Wed, Dec 21, 2016 at 10:30 AM, Robert Osfield wrote: > Hi Laurens, > > On 21 December 2016 at 08:45, Voerman, L. wrote: > > I created a pull request for the master

Re: [osg-users] corrupted rendering

2016-12-15 Thread Riccardo Corsi
are all likely to affect the result. > > Robert. > > On 15 December 2016 at 18:44, Riccardo Corsi <riccardo.co...@kairos3d.it> > wrote: > > Hi all, > > > > I've found out that when I show the stats handler without having set any > > data on the viewer

[osg-users] corrupted rendering

2016-12-15 Thread Riccardo Corsi
Hi all, I've found out that when I show the stats handler without having set any data on the viewer, its rendering is corrupted (fonts, transparency) - see attached screenshot, I simply forced osgViewer to run without any loaded model. The Stats are rendered without being attached to the scene

Re: [osg-users] PrimitiveSets and performance

2016-12-05 Thread Riccardo Corsi
printed to the console. Also try writing a > your scene graph out to a .osgt before and after the merge so you can > QA the merge by hand - do this for a subset of your whole scene graph > as reviewing a really big dataset will be really heavy on an editor. > > Robert. > > >

[osg-users] Using StatsHandler rendering method

2016-11-29 Thread Riccardo Corsi
Hi all, I've found out that the camera of the StatsHandler is added directly to the GraphicsContext and not to the viewer/scene. Besides the fact that this ensures it to work in all scenarios, are there other advantages in using this method rather than attaching the camera to the viewer as slave

Re: [osg-users] Use OSG with an existing renderer in OpenGL ES

2016-11-21 Thread Riccardo Corsi
Hi Fabien, in your situation the approach suggested by Chris is certainly the most promising. Create a second GL context (shared), render everything you need to with osg in the second context to an FBO target and have Qt retrieve the fbo's texture content, to display it in one of its

Re: [osg-users] Plugins errors for unsupported files

2016-10-19 Thread Riccardo Corsi
y to read a file more > elegantly. > > Robert. > > On 19 October 2016 at 10:31, Riccardo Corsi <riccardo.co...@kairos3d.it> > wrote: > > Hi Robert, > > > > right, the ffmpeg plugin is trying to load files without knowing if they > are > > of a s

Re: [osg-users] Plugins errors for unsupported files

2016-10-19 Thread Riccardo Corsi
if they can > support it. From the description it sounds like the ffmpeg isn't > doing a good enough at deciding what it can or cannot load. > > Robert. > > On 18 October 2016 at 18:18, Riccardo Corsi <riccardo.co...@kairos3d.it> > wrote: > > Hi Robert and all, >

[osg-users] Plugins errors for unsupported files

2016-10-18 Thread Riccardo Corsi
Hi Robert and all, I'm currently using the ffmpeg plugin to load some movies - it works just fine but my application started generating a lot of errors on console like this: > FFmpegImageStream::open : av_open_input_file() failed : AVERROR_NOENT every time an image has to be loaded. You can

Re: [osg-users] GUIEventHandler called twice - possible bug(s)

2016-10-10 Thread Riccardo Corsi
Hi Robert, both double call and crash fixed on my side as well. Now that one can safely implement a callback by deriving directly from osg::Callback, I think most users should go that way for their new code. If that's the case, the not-very-intuitive path of implementing operator() rather than

Re: [osg-users] GUIEventHandler called twice - possible bug(s)

2016-08-29 Thread Riccardo Corsi
r idea of what is being > called twice and whether this is a problem. Could you create a small > example that illustrates the problem, once I can see first hand I can > review the behaviour and decide whether this is acceptable or is an > bug. > > Thanks, > Robert. > > On

[osg-users] GUIEventHandler called twice - possible bug(s)

2016-08-29 Thread Riccardo Corsi
Hi all, I report what I believe could be considered a bug, probably introduced after the promotion of the Drawable class to a node, together with the new callback system. I have a GUIEventHandler derived class installed on a Drawable. After some digging I've realized that it's called twice for

Re: [osg-users] Rendering in-scene camera from different cameras

2016-08-08 Thread Riccardo Corsi
Hi Jannik, NESTED_RENDER plus a higher renderBin number is exactly the way I've sorted out the issue, even though there's no way to use the standard camera draw-callback. So based on your first reply, the POST in-scene camera, if nothing is assigned to its renderTargetImplementation, will render

[osg-users] Rendering in-scene camera from different cameras

2016-08-04 Thread Riccardo Corsi
Hi all, I have an in-scene POST camera to render a GUI. I don't specify anything regarding its RenderTargetImplementation and it renders to the frame buffer as expected. Now I have to render the same scene + GUI with an FBO camera: I attach as slave to the viewer specifying to use the same scene

Re: [osg-users] Convertions w.r.t .gitignore

2016-01-26 Thread Riccardo Corsi
Hi Robert, what we normally do with VisualStudio is to build our projects out of source in a folder at the same level as include or src. It is then enough to either add that folder to the OSG gitignore, or to create another gitignore file within the build folder, with just an * in it. This way we

Re: [osg-users] [osgPlugins] plugin v8 in version 3.3.1

2016-01-26 Thread Riccardo Corsi
Hi Scott, I believe Robert refers to project like: * duktape: http://duktape.org/ * v7: https://github.com/cesanta/v7 which are small and open source javascript interpreters (like one .h and one .c file), with a binding API similar to Lua. I have no experience with any of them, if someone has

Re: [osg-users] Oculus + external view

2016-01-20 Thread Riccardo Corsi
. That said, I'm not sure if what I've tried is optimal/enough to achieve the scenario I'm after... Can anyone comment on this? Thanks Ricky On Wed, Jan 20, 2016 at 1:16 PM, Riccardo Corsi <riccardo.co...@kairos3d.it> wrote: > Hi Björn and all, > > at the moment th

[osg-users] Oculus + external view

2016-01-20 Thread Riccardo Corsi
Hi Björn and all, at the moment the setup created by the osgOculusViewer is to blit the Oculus mirror texture in the viewer window on screen. I'd like to have the screen win to show a different result, from a third non-distorted camera. As a first test, I've tried to comment out the blit

Re: [osg-users] user stats update

2015-11-19 Thread Riccardo Corsi
e the problem in an OSG example that you can share then > there is chance then that others can pitch in and see if they can spot the > cause of the problem and what to do about it. > > Robert. > > On 18 November 2015 at 17:46, Riccardo Corsi <riccardo.co...@kairos3d.it> > wrote: >

Re: [osg-users] user stats update

2015-11-18 Thread Riccardo Corsi
loaded. In the example you show this is happening. It could possibly > be something else on the OSG side that is blocking. > > As a sanity test try disabling vsync as this can change the behaviour of > the driver w.r.t blocking. > > Robert. > > On 18 November 2015 at

[osg-users] user stats update

2015-11-18 Thread Riccardo Corsi
Hi all, in my project I'm using some custom statistics as in the osguserstats.cpp example. In the example, user stats are updated every frame between advance() and eventTraversal(). In my case, I was trying to update my stats between eventTRaversal() and updateTraversal(), where I already

Re: [osg-users] Cameras with same target and different near/far

2015-10-20 Thread Riccardo Corsi
itten, and near/far is inherited from the main camera no matter what Is this the expected behavior? Thank you, Ricky On Mon, Sep 14, 2015 at 11:37 AM, Riccardo Corsi <riccardo.co...@kairos3d.it > wrote: > Hi all, > > sorry to revamp my own thread, but I'm facing again the same prob

Re: [osg-users] event callback after viewer is done

2015-10-08 Thread Riccardo Corsi
quiring different calls to be be done in a particular order is not > unusual but having things crash when one traversal isn't followed by > another suggests a problem somewhere in the design/implementation. > > Robert. > > On 7 October 2015 at 08:50, Riccardo Corsi <riccardo.co...@k

Re: [osg-users] event callback after viewer is done

2015-10-07 Thread Riccardo Corsi
ere is something amiss in the way > your are managing your event callback and it's associated faculties, and > suspect a small redesign could probably resolve the issue. > > Robert. > > On 6 October 2015 at 18:03, Riccardo Corsi <riccardo.co...@kairos3d.it> > wrote: > >

[osg-users] event callback after viewer is done

2015-10-06 Thread Riccardo Corsi
Hi all, I have an event callback which needed to be called before some custom code I call in the main application loop, something like: while() { viewer.eventTraversal(); // << needed callback here // custom code // prepare stuff to be drawn during next frames viewer.updateTraversal(); // ...

[osg-users] Oculus+OSG+PostProcess

2015-09-25 Thread Riccardo Corsi
Hi Björn and all, I'd like to test an application on the Oculus with some post-process effect. On the Oculus side, the only recommendation I've read ( https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_intro/ ) is to apply the post effect to both eyes independently (taking

Re: [osg-users] Oculus+OSG

2015-09-25 Thread Riccardo Corsi
Hi Björn, first of all thank you for keeping up to date the Oculus integration! I have just updated to SDK 0.7 + osgOculus head and the viewer works, but: 1. while the provided Oculus demos are really smooth with respect to motion, the osg viewer example results quite jerky, especially the

Re: [osg-users] Oculus+OSG

2015-09-25 Thread Riccardo Corsi
Hi all, thanks Björn for the MSAA pointer - it was not the cause of the issue but the explanation on the 75Hz helped me solve the problem: I had to remove the V-sync setting from the driver configuration. Works like a charm now :) So to keep a smooth experience the osg application must be able

Re: [osg-users] Cameras with same target and different near/far

2015-09-14 Thread Riccardo Corsi
Hi all, sorry to revamp my own thread, but I'm facing again the same problem I explained in the first post and couldn't find a correct setup. Any hint? thanks, ricky On Fri, Jul 10, 2015 at 5:46 PM, Riccardo Corsi <riccardo.co...@kairos3d.it> wrote: > Hi all, > > what I'm

Re: [osg-users] Qt5 integration

2015-09-02 Thread Riccardo Corsi
Hi James, sorry for the late reply! Please, feel free to review and merge my code, let me know if you need clarifications. Ricky On Mon, Aug 24, 2015 at 4:03 PM, James Turner <zakal...@mac.com> wrote: > > On 17 Aug 2015, at 17:33, Riccardo Corsi <riccardo.co...@kairo

Re: [osg-users] Qt5 integration

2015-08-18 Thread Riccardo Corsi
, there are many scenarios for interacting qt and osg. On 17. August 2015 18:33:46 MESZ, Riccardo Corsi riccardo.co...@kairos3d.it wrote: Hi James, I haven't looked into osg+qt integration since a while so I might not be aware of the latest features available. From my point of view the most

Re: [osg-users] Qt5 integration

2015-08-17 Thread Riccardo Corsi
Hi James, I haven't looked into osg+qt integration since a while so I might not be aware of the latest features available. From my point of view the most desired feature is to be able to integrate a qt scene (a GUI layout or a browser/pdf/svg viewer widget) inside an osg driven application

[osg-users] Cameras with same target and different near/far

2015-07-10 Thread Riccardo Corsi
Hi all, what I'm after is a sort of simple depth peeling, the aim is to render 2 different parts of a whole scene with different near/far settings to the same render target. Something like: * mainCamera (render the huge surrounding scene) | |-- huge scene | |-- detailCamera (render a closer

[osg-users] Incremental GL compile

2014-06-17 Thread Riccardo Corsi
Hi all, for a project I'm loading a scene which fits into system memory but most likely not in video memory. I prefer to load the whole scene at startup to run some pre-processing on the scene elements. What I'm after is then to dynamically precompile/release GL objects at runtime for different

Re: [osg-users] Incremental GL compile

2014-06-17 Thread Riccardo Corsi
of GL objects as the OSG will pass the GL objects across to the OSG's internal object cache to be release by automatically by the draw thread. Reuse of GL objects will also happen automatically for you. Robert. On 17 June 2014 11:07, Riccardo Corsi riccardo.co...@kairos3d.it wrote: Hi all

Re: [osg-users] [build] error in moc_QGraphicsViewAdapter.cpp

2014-04-30 Thread Riccardo Corsi
Hi Remy, same issue here. My config is osg 3.2.0, qt 5.3-beta, all built 32bit with VS2013. I had to use the patched version of CMake provided here: https://groups.google.com/forum/#!msg/osg-users/LoSdfK9pyOU/SOg9N1V1xXsJ and manually add the include file that you mention (thx!) Ricky On Sun,

Re: [osg-users] osgQt build error

2014-04-17 Thread Riccardo Corsi
Hi Alexey, to build osgQt library with osg using full OpenGL, you need to use the full OpenGL version of Qt as well. Qt built with ANGLE expects OpenGL-ES compliant code. If you want to use ANGLE version, I guess you should be fine if you compile osg with ES flag as well - I never tried this

Re: [osg-users] [ANN] 3rdParty Package released for Visual Studio 2012 Update 1 (v110)

2013-07-17 Thread Riccardo Corsi
Hi Torben, thanks for the dependencies package! I built successfully osg-3.1.5 (32 bit) with VC 2012 except for a little tweak: I had to replace the zconf.h file you provide in the package with the original one shipped with zlib. For some reasons you version adds the line: #define Z_HAVE_UNISTD_H

Re: [osg-users] qmlosg (QtQuick + osg integration)

2013-07-10 Thread Riccardo Corsi
Hi René, sorry I forgot to reply my own thread when I found the solution. I was simply missing a glFlush() call after rendering the osg frame in its own gl context! I still haven't update the code on github, will do it tonight. Cheers, ricky On Fri, Jul 5, 2013 at 10:19 AM, René Schmitz

Re: [osg-users] qmlosg (QtQuick + osg integration)

2013-06-03 Thread Riccardo Corsi
Hi Preet, thanks for the hints. From what I've seen you render to the FBO by using the QOpenGLFramebufferObject class, instead of setting up the osg camera for rendering to FRAME_BUFFER_OBJECT as target. I'll try the same approach with the context switch and see if that helps. Ricky On Sat,

Re: [osg-users] Change Camera FBO attachment

2012-12-20 Thread Riccardo Corsi
to render to on each frame. Robert. On 18 December 2012 17:24, Riccardo Corsi riccardo.co...@kairos3d.itwrote: Hi All, in my application I need an FBO camera to render different frames into different textures, because they will be used by an encoder and thus need to persist for some time. I

[osg-users] Change Camera FBO attachment

2012-12-18 Thread Riccardo Corsi
Hi All, in my application I need an FBO camera to render different frames into different textures, because they will be used by an encoder and thus need to persist for some time. I haven't found an easy way to copy the contents of a texture or of an FBO into another texture. So during the update

Re: [osg-users] Scaling while retaining the center position of the object

2012-12-06 Thread Riccardo Corsi
Hi Jonathan, I have done something similar to what you need by writing a custom dragger callback instead of the standard one assigned to the manipulated objects. In my case I manually rebuild the the motion matrix to apply to the target matrix transform, instead of getting the one that the

Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything, the second wave

2012-09-14 Thread Riccardo Corsi
Hi all, regarding Flash I've seen that somebody successfully integrated OSG to Hikari, a library originally written to integrate Flash into Ogre. Here are related forum topics: 1. http://agelessanime.com/hikari/forum/topic.php?id=72 2. http://agelessanime.com/hikari/forum/topic.php?id=97 Hikari

Re: [osg-users] camera manipulator proposal

2012-07-10 Thread Riccardo Corsi
Hi Robert, I agree that the Camera as an argument makes more sense. Thanks for merging the submission. Cheers, Ricky On Mon, Jul 9, 2012 at 7:38 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Riccardo, On review of the submission I've decided that passing in a Camera rather than a

Re: [osg-users] Instanced Arrays support

2012-06-12 Thread Riccardo Corsi
Hi guys, anyone on this?? I have done some more digging in the code, but wasn't able to find support for this feature... Thanks! Ricky On Thu, Jun 7, 2012 at 11:48 AM, Riccardo Corsi riccardo.co...@kairos3d.itwrote: Hi all, I'm about to implement some instanced rendering in my application

Re: [osg-users] Depth test and RenderBin details

2012-06-10 Thread Riccardo Corsi
Hi, you can also use the TraversalOrderBin which renders children node in the order they are visited, and place in the correct order the different dragger primitives in your subgraph. Ricky On Sat, Jun 9, 2012 at 12:00 PM, Sergey Polischuk pol...@yandex.ru wrote: Hi You may set different

[osg-users] Instanced Arrays support

2012-06-07 Thread Riccardo Corsi
Hi all, I'm about to implement some instanced rendering in my application and I was looking for the best way to pass per-instance data to the shaders. I've then discovered that besides the Draw Instaced ARB there is another extension called Instanced Arrays, which basically allows to bind vertex

Re: [osg-users] camera manipulator proposal

2012-04-05 Thread Riccardo Corsi
Hi Robert and All, I just wanted to know if the proposal I made some weeks ago doesn't seem to fit some requirements, or simply passed unnoticed. Thank you, Ricky On Wed, Mar 14, 2012 at 15:42, Riccardo Corsi riccardo.co...@kairos3d.itwrote: Hi all, sorry that it took long to setup

Re: [osg-users] camera manipulator proposal

2012-03-06 Thread Riccardo Corsi
this change prior to the wholesale revamp. Robert. On 5 March 2012 17:35, Riccardo Corsi riccardo.co...@kairos3d.it wrote: Hi Robert and All, in more than one occasion I've noticed that having access to the camera manipulator in use is not enough to have full control over the camera

[osg-users] camera manipulator proposal

2012-03-05 Thread Riccardo Corsi
Hi Robert and All, in more than one occasion I've noticed that having access to the camera manipulator in use is not enough to have full control over the camera motion handling. An example is if you want to temporary disable the manip to set the camera position explicitly (in this case you need

[osg-users] FrameStamp on viewer's GUIEventHandler

2012-02-15 Thread Riccardo Corsi
Hi All, while checking the code related to event handling, I've noticed that node callbacks receives a NodeVisitor in their handle() callback, and can then extract the frameStamp if needed. The same does not apply to the GUIEventHandler added directly to the osgViewer classes, as thy are invoked

Re: [osg-users] FrameStamp on viewer's GUIEventHandler

2012-02-15 Thread Riccardo Corsi
://groups.google.com/d/topic/osg-users/9oj5XSRocB8/discussion not sure where that issue comes from anyway... maybe you can spot it. Cheers, Ricky On Wed, Feb 15, 2012 at 17:03, Robert Osfield robert.osfi...@gmail.comwrote: HI Riccardo, On 15 February 2012 15:38, Riccardo Corsi riccardo.co

Re: [osg-users] FBO and mipmaps

2012-02-01 Thread Riccardo Corsi
Hi Aurelien, if you ask the hardware to create the mipmaps for you ( setUseHardwareMipMapGeneration() ) they are generated automatically. Otherwise you can write on a given mipmap level yourself, see the level parameter of Camera::attach() method. I believe that if you use

Re: [osg-users] Is a render to texture master camera critical?

2012-01-30 Thread Riccardo Corsi
Hi all, I've tried to use the main camera as RTT in several applications and it works for me as well. But I'd like to ask a couple of questions on the post process passes instead: - is there any conceptual difference between using the final ortho camera as a in-graph POST_RENDER or as a viewer's

Re: [osg-users] How to get osg::State?

2012-01-27 Thread Riccardo Corsi
Hi Sebastian, this is a little off-topic, but this might interst others as well. I have been using gDebugger 5.8 (the last before AMD decided to make it a visual studio 2010 plugin, damn it!) until 2 days ago, when my free 1-year-licence expired. Since then I was unable to run it again, I tried

Re: [osg-users] SharedStateManager usage in Registry

2012-01-09 Thread Riccardo Corsi
model calls you could write a custom Registry::ReadFileCallback that loads a model then does the share on it. Robert. On 21 December 2011 14:59, Riccardo Corsi riccardo.co...@kairos3d.it wrote: Hi All, in the attempt of enabling texture sharing when loading a scene at application

[osg-users] SharedStateManager usage in Registry

2011-12-21 Thread Riccardo Corsi
Hi All, in the attempt of enabling texture sharing when loading a scene at application startup, I've tried to use the SharedStateManager class as suggested in other posts, creating an instance of it in the Registry via: Registry::instance()-getOrCreateSharedStateManager() But after checking the

Re: [osg-users] Problems with RTT, Shadowmaps and Callbacks

2011-10-27 Thread Riccardo Corsi
Hi Martin, regarding the callback issue on slave cameras please check this thread: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-November/019337.html Cheers, Ricky On Tue, Oct 25, 2011 at 16:21, Wojciech Lewandowski lewandow...@ai.com.plwrote: Hi, Martin I am

Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-18 Thread Riccardo Corsi
to you... it's a strange bug. 2011/8/17 Riccardo Corsi riccardo.co...@kairos3d.it Hi Jorge, I've set some breakpoints and stepped into the java code with the debugger. From the GLThread these methods are called in this order: - EGLView::onSurfaceCreated() - EGLView::onSurfaceChanged

[osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-17 Thread Riccardo Corsi
Hi Jorge and all, I start a new thread as I don't want to pollute the other - http://forum.openscenegraph.org/viewtopic.php?t=8917start=17 which mainly talks about building for Android. Basically the issue is that osgAndroidExampleGLES1 doesn't work when deployed to my Acer Iconia A500, running

Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-17 Thread Riccardo Corsi
. 2011/8/17 Riccardo Corsi riccardo.co...@kairos3d.it Hi Jorge and all, I start a new thread as I don't want to pollute the other - http://forum.openscenegraph.org/viewtopic.php?t=8917start=17 which mainly talks about building for Android. Basically the issue is that osgAndroidExampleGLES1

Re: [osg-users] OSG for Android

2011-08-12 Thread Riccardo Corsi
Hi Hector, maybe you can try to use the ndk-build command instead of make, and see if it runs smooth. If so, probably there's something wrong with the makefile generated by CMake... Regarding the osg Android example, the folder structure is the same as the one of the NDK examples. Build

Re: [osg-users] OSG for Android

2011-08-11 Thread Riccardo Corsi
Hi Mourad and all, I've succesfully built osg_3.0.1 on Windows with Cygwin (without 3rd party plugins for now). I'm now trying to build the osgAndroidExampleGLES1, and everything compiles, but the linker (ld) throws an error says that it cannot find the dds lib, here it is: $

Re: [osg-users] OSG for Android on Mac

2011-08-11 Thread Riccardo Corsi
Hi Busra, I'm not familiar with Mac dev environment, but I guess that you're trying to build osg with Eclipse CDT with the regular gcc compiler, which is targetting pc architecture. Instead you need to create a makefile suited for the ndk-build. The CMake options you need are fully detailed in

Re: [osg-users] OSG for Android

2011-08-11 Thread Riccardo Corsi
Hi guys, it works!! I had to tweak something and then I've run some tests, let me share some points with you: - Builing I have made a floder called ndk-build inside the osg folder tree to place all the nkd builind stuff. If I set the OSG_ANDROID_DIR to that folder, the compiler doesn't file the

Re: [osg-users] [Phoronix] AMD Pushes gDEBugger Away From Linux, Mac OS X

2011-07-11 Thread Riccardo Corsi
Hi guys, I agree it's really a shame for gDebugger... there's another GL api tracer that might be worth to take a look at: http://zrusin.blogspot.com/2011/04/apitrace.html I've never tried it, but it seems very powerfufl. hth, ricky On Fri, Jul 8, 2011 at 22:13, Jean-Sébastien Guay

Re: [osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-07 Thread Riccardo Corsi
I Peter, I've experienced the same issue some time ago, but could not find the real cause. I've tried several combinations of pre-post render order of cameras, and renderbin order for processor, but none of them solved the issue. If you make any progress please post some news... =) Thanks you!

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

2011-05-09 Thread Riccardo Corsi
Hi, is the render order index another option? This is the index that Camera::SetRenderOrder() takes as the second parameter. For instance if you place camera C in PreRender with index -1 and sibling A and B in PreRender with a greater index, I think you should get what you're after. Ricky On

Re: [osg-users] large VBOs for multiple Drawables

2011-05-06 Thread Riccardo Corsi
Hi All, Paul, I think I've done some of the benchmark you're referring to on my end right before starting this thread =) In my example I replicate the same geometric primitive many times. The geometric object is a little cube counting 40 vertex and 66 triangles all rendered as a single

Re: [osg-users] large VBOs for multiple Drawables

2011-05-06 Thread Riccardo Corsi
ovoids these bottlenecks and is certainly the way forward. Robert. On Fri, May 6, 2011 at 9:49 AM, Riccardo Corsi riccardo.co...@kairos3d.it wrote: Hi All, Paul, I think I've done some of the benchmark you're referring to on my end right before starting this thread =) In my example

Re: [osg-users] large VBOs for multiple Drawables

2011-05-05 Thread Riccardo Corsi
Hi All, I revamp this thread as my question is strictly related, as I'm trying to pack multiple geometries into shared VBO. I'm creating a shared osg::Vec3Array for vertices, same for as many vertex attribute as I need, and then assigning these shared arrays to the different geometries

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