Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: Where is CreateContextAttribs() being used?

2019-04-11 Thread Sebastian Messerschmidt
Merlin, As Chris already mentioned the complete application needs to run on core-profile. That means there is no fixed function pipeline and no backward-compatibility features. In order to get your application running in core-profile you need to write shaders for everything and IIRC

Re: [osg-users] Value of a variable in shaders?

2018-09-28 Thread Sebastian Messerschmidt
Hi, Usually you can use the output-colors in case of a fragment shader to inspect the values per fragment. Rendering to a texture and inspecting the values in the image is also an option. Another approach to display incoming/per state values is this nifty shader:

Re: [osg-users] [forum] My questions are stuck on [Topic is awaiting approval]?

2018-07-28 Thread Sebastian Messerschmidt
Hi, As mentioned in this thread http://forum.openscenegraph.org/viewtopic.php?t=2525 you need to change your username to something human-readable. Unfortunately many people including yourself don't register with a email address they don't check on a regular base. Else they would get my emails

Re: [osg-users] [forum] Disable auto rotating

2018-07-16 Thread Sebastian Messerschmidt
Hi Lin, Your question is simply to vague to make any sense. Can you elaborate, what you mean by "auto-rotate"? Do you mean the mouse-interaction via controller? In this case you might want to take a look into the implementation of the controller you use (Trackball?) Cheers Sebastian Am

Re: [osg-users] Graphics context issues

2018-07-10 Thread Sebastian Messerschmidt
Windows tells me: Screen 0: Windows Error #170: [Screen #0] GraphicsWindowWin32::makeCurrentImplementation() - Unable to set current OpenGL rendering context. Reason: The requested resource is in use. If I move your code into the callback it displays the correct information however. Tested

Re: [osg-users] Graphics context issues

2018-07-10 Thread Sebastian Messerschmidt
Hi Ryan, Your code works when my laptop is using Intel graphics, but when I switch to Nvidia graphics, the glGetString calls fail for some reason (maybe the GL context isn't switching?). Strange. Switching the whole app to single-threaded works for both. That's indeed strange. The snippet I

Re: [osg-users] Graphics context issues

2018-07-09 Thread Sebastian Messerschmidt
Hi Ryan, I guess your interfering with the currently set context. You're not explaining where/when you call your snippet, but usually this would be done inside a "realizeOperation". A small example operation: class TestSupportOperation: public osg::GraphicsOperation { public:

Re: [osg-users] [forum] Android can't build osgdb_png

2018-07-05 Thread Sebastian Messerschmidt
Hi lin, It would be useful for others encountering a similar problem to know what your problem was and how you solved it. Cheers Sebastian Am 05.07.2018 um 09:30 schrieb lin hui: Hi, Thank you for your Reply ! I have sloved the issue. Thank you! Cheers, lin -- Read

Re: [osg-users] Constructor parameters of osg::Uniform

2018-06-28 Thread Sebastian Messerschmidt
Hi Werner, Hi all, I recently discovered a strange case in creation of a Uniform: farRadiusRescaleUniform=newosg::Uniform("farRadiusRescale",2.0f); The only constructor I could find is like that: Uniform(Typetype,conststd::string,intnumElements=1); The wrong construction sometimes

Re: [osg-users] Antialising for text

2018-06-26 Thread Sebastian Messerschmidt
Hi Igor, you might want to explicitly set the font resolution to get smoother fonts. text->setFontResolution(128,128); And make sure you're using an appropriate true type font. E.g. text->setFont("/fonts/arial.ttf"); hth, Sebastian Hi. I tried to set sampling traits->samples = 4 but I

Re: [osg-users] C++11 for next stable release of OpenSceneGraph?

2018-06-12 Thread Sebastian Messerschmidt
Hi Daniel, Sorry I was mixing up VSG and OSG here. For OSG you're totally right with your concerns. Cheers Sebastian > Hi Daniel, > Hi Sebastian, I'd rather target C++14/17 though since almost all modern compilers are good at keeping up with the new features (even Microsoft is doing a

Re: [osg-users] C++11 for next stable release of OpenSceneGraph?

2018-06-12 Thread Sebastian Messerschmidt
Hi Daniel, > Hi Sebastian, I'd rather target C++14/17 though since almost all modern compilers are good at keeping up with the new features (even Microsoft is doing a good job here). you just have to consider that switching compilers isn't that easy for everyone, because they've constraints

Re: [osg-users] C++11 for next stable release of OpenSceneGraph?

2018-06-12 Thread Sebastian Messerschmidt
Hi, I totally support the step to use a more modern feature set of C++. It really makes code easier to read, maintain and coding more fun. I'd rather target C++14/17 though since almost all modern compilers are good at keeping up with the new features (even Microsoft is doing a good job

Re: [osg-users] OSG in Gtk3 GLArea

2018-06-05 Thread Sebastian Messerschmidt
Hi, Am 04.06.2018 um 21:00 schrieb Mean Taipan: Again, my apologies but I can't delete this account. Moderators, please do it ASAP, no problem for me. (I won't try creating a new account until then, since I need to use the same email). Simply tell me the name you need your profile

Re: [osg-users] Problems with MRT

2018-05-16 Thread Sebastian Messerschmidt
Hi Romulo, Have you debugged into the writeImage functionality of the png-plugin? Have you tried using tiff etc.? I suspect that either the read-back image is either empty or has the wrong image format, so the plugin cannot write it. Not all formats that you can use for images can be

Re: [osg-users] Getting the combined matrix from a Node?

2018-05-08 Thread Sebastian Messerschmidt
Hi Marlin, you need to get the appropriate parent-node paths: osg::NodePathList parent_node_list = mat.getParentalNodePaths(); Now if you know the path you want to retrieve, you can call e.g.: node_path = parent_node_list[1]; osg::Matrix mat = osg::computeLocalToWorld(node_path); Also the

Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 2 tagged

2018-05-03 Thread Sebastian Messerschmidt
Merge pull request #542 from psyinf/fix_particle_system_headerFIX: removed unimplemented functions from header Mon, 30 Apr 2018 11:16:02 +0200 Author : Sebastian Messerschmidt FIX: removed unimplemented functions from header Fri, 27 Apr 2018 11:23:07 +0100 Author : Robert Osfield Fixed particle update bug w

Re: [osg-users] Help on multitexturing..

2018-04-20 Thread Sebastian Messerschmidt
Hi Marlin, Re-phrasing Roberts advice: osg::Uniform* sampler = new osg::Uniform(osg::Uniform::SAMPLER_2D, "NameOfTheSamplerInGLSL"); sampler->set(0); //assign unit ss->addUniform(sampler); ss->setTextureAttribute(0/*unit*/, texture0 ,osg::StateAttribute:ON ); osg::Uniform* sampler_1 = new

Re: [osg-users] Read frame buffer back into main memory

2018-03-01 Thread Sebastian Messerschmidt
Hi Antoine, set a postDrawCallback to the pass/camera that writes to the texture. In the callback: virtual void operator () (osg::RenderInfo& render_info) const { osg::State* state=render_info.getState(); state->apply(render_info.getCurrentCamera()->getStateSet());

Re: [osg-users] Normal Mapping using Dynamic Cubemap

2018-02-03 Thread Sebastian Messerschmidt
Hi, Hi Sebastian, I have managed the normal and depth using MRT-FBO. I changed the osgdeferred example to display the normal (blue) and depth (green). Now I need to repeat this process for each six faces of cubemap. Nice to see that you're making progress. I have a question: to capture

Re: [osg-users] Normal Mapping using Dynamic Cubemap

2018-01-30 Thread Sebastian Messerschmidt
I'll try a last time: Hi, I still have problems to manage the normal view from reflected objects (using dynamic cubemaps technique). Please any tip here? Have you managed to render your normals, colors, depth etc to a MRT-FBO? If so, the next step is to render to do this 6 times, where

Re: [osg-users] Shaders with multiple views, possible?

2018-01-22 Thread Sebastian Messerschmidt
Hi Antoine, the gl_ built-ins are not part of the core-profile and thus are not available in every version of GLSL. Cheers Sebastian Hello Robert, Actually I don't get why OSG doubles the gl predefined variables gl_ModelViewMatrix, gl_ModelViewProjectionMatrix... with osg equivalents.

Re: [osg-users] Help! New to OSG

2018-01-08 Thread Sebastian Messerschmidt
Hi Julie, can you provide a sample set for us to take a look at? Cheers Sebastian > Hi! I'm not sure if this goes here so please let me know. I'm having trouble making textures and animation appear in my OSG and IVE files. A client of mine is trying to use OSG to create some AR. I've

Re: [osg-users] Normal Mapping using Dynamic Cubemap

2017-12-27 Thread Sebastian Messerschmidt
Hi Rômulo, I already tried to describe the building-blocks for the way: 1. Render to FBO with MRT (see osgmultiplerendertargets example for this). The MRT/FBO-attachments should be your color, normal and depth. You'll need to use a shader that writes the correct information to the correct

Re: [osg-users] Normal Mapping using Dynamic Cubemap

2017-12-19 Thread Sebastian Messerschmidt
Hi Rômulo, Repeating the question won't magically solve it. If you're after rendering normals and depth into textures (it doesn't matter if you are rendering to cubemap-faces IMHO) then see the multiple rendering target (MRT) example. Basically you need to attach a depth and normal target to

Re: [osg-users] Tiny normals: osgviewer vs osgcompositeviewer

2017-12-04 Thread Sebastian Messerschmidt
Hi Per, Just a thought: Maybe the Optimizer simply applies normal-rescaling? Cheers Sebastian Hi all, I came across something strange recently; the attached model is a red triangle scaled down by a factor 1000. The normals are squashed and I see some rendering problems in my app, which uses

Re: [osg-users] Displaying the normals of your models

2017-12-01 Thread Sebastian Messerschmidt
Hi, alternatively you can setup a geometry shader to run a second pass [1]: layout(triangles) in; layout(line_strip, max_vertices=6) out; // (projection * view * model) matrix uniform mat4 proj_view_model; // length of the normal (object space) uniform float normal_length; in vec3 normal;

Re: [osg-users] Migration to a new forum/ML server and technology

2017-11-20 Thread Sebastian Messerschmidt
Hi, On Mon, Nov 20, 2017 at 1:36 PM, Robert Osfield > wrote: On 20 November 2017 at 19:52, Chris Hanson > wrote: > For purposes of discussion, do you believe the Google

Re: [osg-users] Get RGB Values from Textrue

2017-11-13 Thread Sebastian Messerschmidt
Hi Maxim, Hi, I have a osg::Texture2D that I'm using as a render to texture target. I can see that it is working on the screen, but I need to have access to the RGB values of the texture itself so I can also copy them to another API. How can I access the RGB values? set a postDrawCallback

Re: [osg-users] TBN Matrix for Normal Mapping - OSG and GLSL

2017-11-08 Thread Sebastian Messerschmidt
Hi Rômulo, Hi, I have used normal mapping using GLSL and OSG for my application (an imaging sonar simulation) and I got problems by calculating the TBN matrix on shaders. The normal vectors contain lower resolution on border in comparison with the center of image. You cannot get a valid

Re: [osg-users] Call for assistance: Migrating and updating tutorials

2017-10-19 Thread Sebastian Messerschmidt
Hi Eon, Hi, Slightly off-topic, I started learning and using OpenSceneGraph end of last year, by using OpenSceneGraph 3.0 Beginner's Guide and OpenSceneGraph 3 Cookbook as my tutorial sources. It has been 5 years since the books were published. It will be nice if there are updated version

Re: [osg-users] Textuiring a simple quad

2017-10-18 Thread Sebastian Messerschmidt
Hi Jochen, can you please provide a minimal compiling example, or at least the vertex shader you use. The Cheers Sebastian Hi, all :) I have so a simple quastion but I can solve the problem. I want to draw a quad attach a simple Shader with a simple texture operation. But I only get a

Re: [osg-users] [osgPlugins] Multiple video textures using ffmpeg plugin

2017-10-06 Thread Sebastian Messerschmidt
Hi Guys, Maybe this [1] might help to increase performance. I'm not sure which ffmpeg is supported now, but maybe that's a good argument to upgrade. Cheers Sebastian [1] https://developer.nvidia.com/ffmpeg Hi Michael, we use a modified version of the ffmpeg plugin with changes in

Re: [osg-users] Transform matrix as Uniform to shaders

2017-10-05 Thread Sebastian Messerschmidt
Hi Nickolai, In case you're really after the ModelMatrix you need to use the osg_ViewMatrixInverse and multiply it with your current osg_ModelViewMatrix. As Robert already mentioned you need to set the osg::State::setUseModelViewAndProjectionUniforms(true) in order to make this work.

Re: [osg-users] [forum] How to set field of view of second slave camera?

2017-10-05 Thread Sebastian Messerschmidt
Hi Milos, Hi, I have problem to set field of view od second slave camera. I used it like lens, but when I on lens camera, distance of my "grapf" is incorect. My lens camera is smaler as you can see in the pic. Lens option: osg::ref_ptr lensCamera = new osg::Camera;

Re: [osg-users] 3.4.1 bug in CMakeLists?

2017-09-25 Thread Sebastian Messerschmidt
Hi, wow It seams you're clearly overthinking required command line arguments.. try using Code: cmake-gui %OSG_ROOT% instead ..and don't forget to delete CMakeCache.txt.. No, he's building it. Not configuring the project. The syntax is correct. Cheers Rollastre Prostrit wrote: Hi list. I

Re: [osg-users] Display one scene, pick from another one

2017-09-15 Thread Sebastian Messerschmidt
Hi Antoine, Hello Sebatian, I was finally able to test your suggestion and it does work fine except that it does return the primitives, not the vertices composing the primitives (triangles for me). Of course you can retrieve the vertices from the primitives (which I am currently doing),

Re: [osg-users] Is it possible to clear just certain textures in a framebuffer with multi target rendering?

2017-09-13 Thread Sebastian Messerschmidt
Hi Amudhan, Hi Sebastian, Thanks for your reply. It worked using 2 cameras passes to achieve the result. I was wondering to achieve the same result with single pass. I will be working huge models and i didn't want to run 2 passes. Since you're doing MRT and multiple passes anyway, can't you

Re: [osg-users] Is it possible to clear just certain textures in a framebuffer with multi target rendering?

2017-09-13 Thread Sebastian Messerschmidt
Hi, This can usually done by setting the explicit drawbuffer and a consecutive call to glClear with the appropriate color set. In OSG-terms I'd use a separate camera pass with the appropriate buffers bound. Another option, if you need to selectively write to a certain color buffer only is to

Re: [osg-users] Problem blending multiple render passes

2017-09-09 Thread Sebastian Messerschmidt
Am 09.09.2017 um 14:42 schrieb antiro black: Hi, 1. I enabled blending on the root node of the subtree containing the camera's, I'm assuming this is carried over to the camera nodes. I'd rather enable it under the camera. Camera's have a default state set when created IIRC. So start by

Re: [osg-users] Problem blending multiple render passes

2017-09-09 Thread Sebastian Messerschmidt
Hi Antiro,> Hi Sebastian, So I screwed up on both the color clearing and the depth writing, I tried to disable both is follows. On the cameras: Code: //Disable depth buffer writing osg::ref_ptr depth = new osg::Depth(osg::Depth::LESS,0,1,false);

Re: [osg-users] Problem blending multiple render passes

2017-09-09 Thread Sebastian Messerschmidt
Hi Antiro, Without the complete code it is hard to guess, but some things to check: 1. Are the consecutive cameras set up _not_ to clear the color buffer? 2. Have you disabled depth writes? Hi, I'm trying to compute the effect of multiple lights in a deferred shading setup. The subgraph of

Re: [osg-users] Display one scene, pick from another one

2017-09-08 Thread Sebastian Messerschmidt
Hi Antoine, I handle a scene which is very dense (~4M triangles) and displayed with triangles only (no line, nor points). I would like to select the vertices of this scene though (not the displayed triangles). I thought of reusing the same osg::Geometry twice in the graph and with

Re: [osg-users] Adapting a height field with a triangle/polygon?

2017-09-06 Thread Sebastian Messerschmidt
Hi Raymond, If you're okay with having a regular mesh after your editing operation you can either use a vertex-texture that you modify or you can adapt a osgTerrain::GeometryTechnique to generate modified geometry patches. I've done this once for a game that used SimCity-style terrain

Re: [osg-users] Efficient way to swap colors

2017-09-06 Thread Sebastian Messerschmidt
Hi Antoine, Hello all I have a mesh (a osg::Geometry) which I would like to change color depending on the mode it s in: osg::Geometry all white by default osg::Geometry all blue when selected In order to achieve this I thought of using the BIND_OVERALL mode with 2

Re: [osg-users] using modern shaders with osg - setting vertex attribute layout

2017-09-02 Thread Sebastian Messerschmidt
Hi. Sorry I don't on my computer right now, but it seems you are not providing vertex shaders. I'm not sure, but that might cause trouble. I'll get back to the issue tommorow or on Monday. Cheers Sebastian -- Sent from my Android phone with GMX Mail. Please excuse my brevity.On 9/2/17, 21:36

Re: [osg-users] using modern shaders with osg - setting vertex attribute layout

2017-09-02 Thread Sebastian Messerschmidt
Hi, Unfortunately your example doesn't compile. If you provide a minimal (i.e. compileable ) example showing the problem we could take a look into it. Due to copyright reasons I cannot give you an example from my code base. Cheers Sebastian Hi, I'm still struggling with getting

Re: [osg-users] using modern shaders with osg - setting vertex attribute layout

2017-09-02 Thread Sebastian Messerschmidt
Hi Chris, I'm also transitioning a legacy GL OSG project with a mix of custom shaders to modern GL bit by bit. And I've also had lots of trouble and headache with the built-in modern GL vertex attrib aliasing setting. It seems crazy that the official advice is to write shaders and use OSG

Re: [osg-users] using modern shaders with osg - setting vertex attribute layout

2017-09-02 Thread Sebastian Messerschmidt
Hi Antiro, Hi, I'm still struggling with getting setUseVertexAttributeAliasing(true) to combine rendering to textures. To this end, I made made a tiny change to the osgmultiplerendertargets example to see if I could adapt that example to work with setUseVertexAttributeAliasing(true).

Re: [osg-users] using modern shaders with osg - setting vertex attribute layout

2017-09-01 Thread Sebastian Messerschmidt
Hi Antiro, I don't have an idea why it is not working. For which camera's state set did you enable it? Have you tried to check this with a simplistic non-MRT/FBO setup? Which OSG-Version do you use (its working with 3.4.x definitively) I've been using this for years, so there must be some error

Re: [osg-users] using modern shaders with osg - setting vertex attribute layout

2017-09-01 Thread Sebastian Messerschmidt
Hi Antiro,> Hi Sebastian, Thanks for the quick response. The osg_XXX matrices work perfectly. The setUseVertexAttributeAliasing() however does not seem to work. Where I had some output before, now don't get anything with it enabled Does osg always give the exact layout which you posted? or

Re: [osg-users] using modern shaders with osg - setting vertex attribute layout

2017-09-01 Thread Sebastian Messerschmidt
Hi Antiro, Hi, I am converting a project written in pure opengl to use OSG to improve compatibility and reduce maintenance. The original project used a deferred rendering pipeline with a pretty big set of custom shaders. I would like to reuse these shaders with minimum adjustments. In

Re: [osg-users] Setting the transform matrices

2017-08-30 Thread Sebastian Messerschmidt
Hi Chris,> Hi Robert, For now it'd be too time consuming to isolate a test case. Supporting modern OpenGL does seem like it would be more natural if you had some way of hooking into the setting of the model matrix and vertex attributes so that you could assign / name / alter them yourself.

Re: [osg-users] Please test OpenSceneGraph-3.4 in prep for 3.4.1

2017-08-18 Thread Sebastian Messerschmidt
Hi Nickolai, Robert wants something like this: https://i.stack.imgur.com/SjnI9.png It is called "Call stack" in VisualStudio. Cheers Sebastian Do you mean this stack? ntdll.dll!779315ee() [Указанные ниже фреймы могут быть неверны и (или) отсутствовать, символы для

Re: [osg-users] Dynamical loading of resources

2017-08-14 Thread Sebastian Messerschmidt
Hi Joachim, Hi, I was tasked with writing a visualizer for large 3D areas, the kind of areas that may not fit into RAM, either because they are too large, or because the RAM on the machine is not large enough ;). I am new to OSG, this is my first post to the forum (hello, guys :)!). I was

Re: [osg-users] Setting the transform matrices

2017-08-09 Thread Sebastian Messerschmidt
Hi Chris, Why are you trying to override the default behavior in the first place? Simply set the node's matrices by adding a transform node with absolute reference frame as parent/modify the camera's projection matrix. If you need it per graphics context you might consider using different

Re: [osg-users] RenderBin vs. SlaveCamera

2017-08-07 Thread Sebastian Messerschmidt
Hi Werner, I'm using slave cameras only for certain multi-channel setups where I need multiple viewports rendering the same content with different frusta. For multipass applications (and I simply consider HUD to be a separate pass) I always use normal cameras (with absolute reference frame

Re: [osg-users] OSG-GLSL triangle adjacency

2017-07-21 Thread Sebastian Messerschmidt
in the state and program. The osggeometryshader example might help here to get started. Cheers Sebastian On 21 July 2017 at 09:36, Sebastian Messerschmidt <sebastian.messerschm...@gmx.de <mailto:sebastian.messerschm...@gmx.de>> wrote: Hi Nabil, Hello, I'm us

Re: [osg-users] OSG-GLSL triangle adjacency

2017-07-21 Thread Sebastian Messerschmidt
Hi Nabil, Hello, I'm using geometry shader with OSG to do some operations on mesh using GPU. When i use /triangles_adjacency/ in the input layout, my shader crashes. I tried with /layout(triangles) in/ and it's running well. Is there any configuration in OSG that i should use, or a

Re: [osg-users] GLBeginEndAdapter

2017-07-21 Thread Sebastian Messerschmidt
Hi John, Hi, I am compiling some code with the current git repository version of OSG and found that State's "getGLBeginEndAdapter" has been removed. Looking through the history, I see this happened at: commit e11e45a2e36de91bbe956223c43e8c5a50f9b72b. The comment is only "Removed

Re: [osg-users] Escape Key

2017-07-19 Thread Sebastian Messerschmidt
Hi, I've just checked. My osg-3.4.0 based code uses " else if (osgGA::GUIEventAdapter::KEY_Escape == ea.getKey()) " so it obviously works .. The Eventhandler is the first however (since it is a console), so maybe this might be worth a shot. Cheers Sebastian Hello, I am using an event

Re: [osg-users] RTT + shaders example

2017-07-12 Thread Sebastian Messerschmidt
Hi Michael, As a side note: In order to get your matrices to your shaders simply use the osg_ equivalents to the gl_-Matrices and setup aliasing: Viewer->getCamera()->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(true);

Re: [osg-users] EXTERNAL: Forum

2017-07-12 Thread Sebastian Messerschmidt
through the mail list. -Original Message- From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sebastian Messerschmidt Sent: Monday, July 10, 2017 4:10 AM To: OpenSceneGraph Users Subject: EXTERNAL: [osg-users] Forum Hi folks, The forum seems up and running again

[osg-users] Forum

2017-07-10 Thread Sebastian Messerschmidt
Hi folks, The forum seems up and running again. My best guess is, that Art Tevs (who is hosting the forum) has fixed the issue. Cheers Sebastian ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] OSG forum error: phpBB : Critical Error - Could not connect to the database

2017-06-30 Thread Sebastian Messerschmidt
one in community has experiences setting up, up2date forums. Cheers Sebastian On Thu, Jun 29, 2017 at 9:22 AM, Sebastian Messerschmidt <sebastian.messerschm...@gmx.de <mailto:sebastian.messerschm...@gmx.de>> wrote: Hi Glenn, We are aware the forum is down. We'r

Re: [osg-users] OSG forum error: phpBB : Critical Error - Could not connect to the database

2017-06-29 Thread Sebastian Messerschmidt
Hi Glenn, We are aware the forum is down. We're still waiting for some contact with Art Tevs. Cheers Sebastian > Greetings! Subject OSG forum error: Got message: phpBB : Critical Error Could not connect to the database That is all! David Glenn Senior Graphics Software Engineer TARIF Lab!

Re: [osg-users] osg::Group Child Problem

2017-06-13 Thread Sebastian Messerschmidt
Hi Latha, You're most likely measuring your framerate with a debug-build. Always measure in release-mode! OSG can easily handle tens of thousand of quads if the scene graph is well balanced. Cheers Sebastian Hi in my application i am drawing a quad about 1 kilometer length and 0.1

Re: [osg-users] How to use openscenegraph to realize approaching zero driver overhead

2017-05-23 Thread Sebastian Messerschmidt
Hi Qiaokun, Hi, Approaching Zero Driver Overhead (Presented by NVIDIA) can substantially improved efficiency in OpenGL. But, I don't find any interface to call AZDO in the osg source code. Can we realize it in osg finally? If you encountered this problem, please tell me how to combine osg

Re: [osg-users] [osgPlugins] Osg to fbx

2017-05-09 Thread Sebastian Messerschmidt
It should work just fine with a newer FBX SDK. The API changed and it seems they changed the signature. If you need to use the old 2014 SDK simply change it to char *. Cheers Sebastian -- Diese Nachricht wurde von meinem Android Mobiltelefon mit GMX Mail gesendet.Am 09.05.17, 16:38, Joe Kindle

Re: [osg-users] Multiple render passes and multithreading

2017-05-03 Thread Sebastian Messerschmidt
will prevent it from being written to while being read. Cheers Sebastian Glenn Waldron On Wed, May 3, 2017 at 11:49 AM, Sebastian Messerschmidt <sebastian.messerschm...@gmx.de <mailto:sebastian.messerschm...@gmx.de>> wrote: Hi, I've just stumbled upon something

[osg-users] Multiple render passes and multithreading

2017-05-03 Thread Sebastian Messerschmidt
Hi, I've just stumbled upon something I find hard to understand. My setup contains multiple cameras (using FBO and MRT) with a specific render-order set to them. The first camera is essentially a render-scene-to-MRT pass. In the simplest case a second camera will pick up the textures rendered

Re: [osg-users] Test

2017-05-03 Thread Sebastian Messerschmidt
Works for me ;-) HI All, Just checking osg-users/forum is still up. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Limitation of Displaying buildings, roads and trees etc to increase frame rate

2017-04-21 Thread Sebastian Messerschmidt
Hi Rambabu, Hi,Actually iam able to displaying the buildings,roads on the terrain using shape files in osgearth,How to display the buildings,roads etc on the desktop screen coordinates only and how can i limit the remaining part where buildings,roads are loading for the purpose of increase of

Re: [osg-users] Regarding Slowing loading of buildings in osg

2017-04-21 Thread Sebastian Messerschmidt
Hi Rambabu, > Hi,Iam Using polygons and drapping the buildings texture on that in the terrain using osgearth,Buildings are coming but my problem is loading slowly in the output scene,How to load the buildings immediately after launching the output scene and upon moving from one place to

Re: [osg-users] Selective ClipNode

2017-04-18 Thread Sebastian Messerschmidt
Am 4/18/2017 um 2:17 PM schrieb Ale Maro: Hi Sebastian, I would like to avoid that becouse each node may have complex (dynamic) transformations so I should traverse the scene, calculate the global transformation for each node and update each transformation for the children of the

Re: [osg-users] Selective ClipNode

2017-04-18 Thread Sebastian Messerschmidt
Hi Ale, in my scene graph I have a root node of type osg::ClipNode. In this way I can add easily clipping planes to my scene. This works fine. Now I would like to exclude some nodes from clipping. I wonder if ClipNode supports something like a visitor mask to selectively apply clipping to

Re: [osg-users] Fast move a lot of nodes to another group

2017-04-18 Thread Sebastian Messerschmidt
Am 4/15/2017 um 6:24 PM schrieb Yura Ivanov: Hi, I created stateset with bool uniform to indicate that node is selected and mat uniform with current mouse transform. To select nodes, I set this uniforms to nodes and all transformation preforms in shader. On mouse release, all transform

Re: [osg-users] Scale problem while transforming object in vertex shader

2017-04-18 Thread Sebastian Messerschmidt
Hi Yura Hi, I have a transform matrix and I want to apply it in shader. I pass it into uniform and set gl_Position = gl_ModelViewProjectionMatrix*my_transfrom_matrix*gl_Vertex. If I set translate only, everything is ok. If I set translate and scale - translate multiplies by scale and

Re: [osg-users] Lightning

2017-04-13 Thread Sebastian Messerschmidt
Hi Latha, Hi, I am working on 'Lighting' to blink lights on a sphere by making osg::StateAttribute ON and OFF ,its working fine.But i am not able to make that sphere itself as light souce(means from sphere light is not diffusing,just it is blinking),how to apply different light properties.

Re: [osg-users] Forum problems

2017-04-12 Thread Sebastian Messerschmidt
Hi Jannik, Hi, I've seen this quite often in the past; so far deleting the site cookies and logging back in always solved it (for a while anyway). That indeed did the trick. Cheers Sebastian Cheers, Jannik -- Read this topic online here:

[osg-users] Forum problems

2017-04-12 Thread Sebastian Messerschmidt
Hi folks, Is anyone else experiencing forum problems related to getting a "502 Bad Gateway" for some topics? @Robert: I sent you a private message/email concerning the topic. Could you please check if you got it? Cheers Sebastian ___ osg-users

Re: [osg-users] Fast move a lot of nodes to another group

2017-04-10 Thread Sebastian Messerschmidt
Hi Yura, Hi, Quads are unique and images are different. Sorry but I cant make screenshot of real images because of author. It is just like big puzzle. This is editor, and user decides how many objects can be. I am using PagedLods to draw images and have no problem with memory. I have problem

Re: [osg-users] NodeCallback does not traverse children

2017-04-10 Thread Sebastian Messerschmidt
Hi Yura, Hi, I have created NodeCallback like in example osggeometry to update MatrixTransform of all nodes in a group. I applied it only for group: group.setUpdateCallback(mycallback); In operator() of mycallback i am calling traverse(node,nv) but it works only for group, not for it

Re: [osg-users] Fast move a lot of nodes to another group

2017-04-04 Thread Sebastian Messerschmidt
Am 4/4/2017 um 3:53 PM schrieb Yura Ivanov: Nodes are unique quads with editable geometry. I had no problem with performance exept removeChild when i tried to move them into transform matrix. If you're actually holding all the childs in a single group, the remove will become horribly

Re: [osg-users] Osg Earth

2017-04-04 Thread Sebastian Messerschmidt
Hi Ramababu, Hi,Sebastian I added that dll but it is asking some other dlls i added those dlls also but again one error i.e ordinal 1338 not located in the dynamic link library for dirapi.dll. You can use the dependency-walker [1] to see what dlls are missing. [1]

Re: [osg-users] Osg Earth

2017-04-04 Thread Sebastian Messerschmidt
Hi, Hi, Iam loading the tiff image in osg earth then i got this ERROR 6: Unable to load PROJ.4 library (proj.dll), creation of OGRCoordinateTransformation failed.How to solve this ? By reading the error message carefully and putting the appropriate proj.dll in the folder ;-) Cheers

Re: [osg-users] Fast move a lot of nodes to another group

2017-04-04 Thread Sebastian Messerschmidt
Hi Yura, Hi, I need to move a lot of nodes from Group to MatrixTransform to translate them into new position by user input, and then move them back into Group with new position. Call addChild and removeChild for each node is slow because of removeChild. Also I cant use removeChildren to

Re: [osg-users] wireframe darker wrt the surface color

2017-04-04 Thread Sebastian Messerschmidt
Hi Gianni, Thanks Nick, I have to think it over since I've implemented a shader some months ago but I'm not really familiar with. The point would be how to get the real geometry color? BTW, I can try. I finally managed to take a look at the attached video. Most probably your problem is

Re: [osg-users] wireframe darker wrt the surface color

2017-03-27 Thread Sebastian Messerschmidt
Hi Gianni, Simply disable depth testing. (osg::Depth) Cheers Sebastian -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Polygon Rendering

2017-03-16 Thread Sebastian Messerschmidt
Hi Bhanu, Hi, I am drawing nearly 4000 Quads.How can i reduce number of triangles in geometry. I tried with osgUtil::simplifier but it takes more time to load.Is there any other ways in osg. 4000 isn't exactly many. If each quad is a separate drawable however it could induce some

Re: [osg-users] How do cameras handle the render target?

2017-03-15 Thread Sebastian Messerschmidt
ked for me, when I had to retrieve one of the textures written to in my chain. Cheers Sebastian Thanks again - Werner - Am 15.03.2017 um 11:28 schrieb Sebastian Messerschmidt: Hi Werner, from diagonal reading: You could make all cameras composing to the same FBO and get the texture in a fi

Re: [osg-users] How do cameras handle the render target?

2017-03-15 Thread Sebastian Messerschmidt
Hi Werner, from diagonal reading: You could make all cameras composing to the same FBO and get the texture in a final pass that can either put the image to Framebuffer or read back the texture. Also take a look at the screenshot example (using pbuffer) and the various draw callbacks.

Re: [osg-users] bounding box collisions (without osgbullet)

2017-03-13 Thread Sebastian Messerschmidt
the entity center to the corners of the BBox. The entity can move in any direction May the standard manipulators are a good start. Some of them perform collsion detection. A number of LOS-intersectors will do the job, too ;-) Cheers Sebastian On Mon, Mar 13, 2017 at 9:41 PM, Sebastian

Re: [osg-users] bounding box collisions (without osgbullet)

2017-03-13 Thread Sebastian Messerschmidt
Hi Nick, basically this is not an easy task. What exactly do you expect as a collision result? I've implemented a triangle-box collision with MTD (minimal transform distance = vector describing how to push the box to get it exactly away from the colliding triangle). OSG has all the math

Re: [osg-users] Displaying Geode Bounding Box

2017-03-09 Thread Sebastian Messerschmidt
Hi Sam, Hi All, Is there a simple way to display the bounding box of Geode or Geometry? Or will I have to write up something to do it? osgWorks[1] might yield something ( osgwbvv) [1] https://github.com/mccdo/osgworks Cheers Sebastian Thanks, Sam

Re: [osg-users] [ A Stack Overflow for OSG? ]

2017-03-08 Thread Sebastian Messerschmidt
Hi Johny, Valerian Dude shut the fuck up lmao refrain from yelling insults, ad hominem and use of explicit language. ... Cheers Sebastian kragnfroll wrote: Hi Steal It seems that you're suffering of something call narcissistic perversion. Everyone spotted you, you won't be able to

Re: [osg-users] Paint splashes / How do I decal?

2017-03-08 Thread Sebastian Messerschmidt
Hi, Ok wow but what does it mean? Screen space sounds evil. I can't really get any hard results on Google for it. Basically the first hit gives an implementation guideline and links to the other techniques I've mentioned:

Re: [osg-users] Paint splashes / How do I decal?

2017-03-07 Thread Sebastian Messerschmidt
Hi Johny And why not a geometry approach? You can totally use 3d models, but that might induce z-fighting, sorting problems etc. Another option is of course using a world-space spanning texture per object-instance and managing drawing to this texture at the right spots. This isn't very

Re: [osg-users] Paint splashes / How do I decal?

2017-03-07 Thread Sebastian Messerschmidt
Hi Johny, Here's Johny! I'd like to know how to pick a 3d point in my model onto which a decal will nearly wrap itself around to. Am I using the right word here, or does Open Scene Graph not have this feature? Before I'm rigging my app with a custom decal, I'd like to know what's available,

Re: [osg-users] Height of terrain

2017-03-03 Thread Sebastian Messerschmidt
Hi Bhanu, We surely cannot help you without the data you use. But try to use a Z-Value that is actually _above_ the the terrain might help. Cheers Sebastian Hi, I tried with following expression double X = 8489499, Y = 1115164, Z = 0; uble height =

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