Re: [osg-users] osg support gocad file format?

2014-04-09 Thread Sebastian Messerschmidt
Hi xiexing? wh? can you please supply a complete name, so we can address you correctly? Also please open a new topic (don't use the answer functionality of your mail client), else your question is easily overlooked. Regarding your question: There seems to be no plugin to handle gocad files

[osg-users] osg::State use of resetVertexAttributeAlias

2014-04-04 Thread Sebastian Messerschmidt
Hi, When vertex attribute aliasing is enabled, it seems that the constructor calls the resetVertexAttributeAlias with true (i.e. compact aliases) in any case. I need more than 5 texture coordinates however. Is there any reason for the compact aliases? I was able to get my complex models by

Re: [osg-users] GeometryTechnique and texture coordinates

2014-04-03 Thread Sebastian Messerschmidt
Hi Robert, Thank you. Works like a charm. I mixed up Terrain and TerrainTile, and since the top-level node of the osgdem is a Terrain, it was a piece of cake ;-) On 2 April 2014 15:55, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote

Re: [osg-users] Easy blur effect with HUD Camera?

2014-04-02 Thread Sebastian Messerschmidt
Hi Petr, You will have to render your scene to texture (RTT) and perform a shader-blur pass before displaying it in the viewer. Look at the render to texture example and the shader examples. Finding a blur shader should be easy with most search websites, or in the osgPPU examples. So

[osg-users] GeometryTechnique and texture coordinates

2014-04-02 Thread Sebastian Messerschmidt
Hi, I have geocentric dataset (which is already compiled with osgDEM) and I'm facing an issue. In my shaders I rely on valid texture coordinates for tangentSpace generation and various other effects like detail-splatting. Unfortunately (and quite obvious due to performance restrictions) the

Re: [osg-users] GeometryTechnique and texture coordinates

2014-04-02 Thread Sebastian Messerschmidt
implementation or subclass from GeometryTechnique. Robert. On 2 April 2014 15:38, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: Hi, I have geocentric dataset (which is already compiled with osgDEM) and I'm facing an issue. In my

Re: [osg-users] No intersection on some osg models

2014-03-25 Thread Sebastian Messerschmidt
Hi Petr, Hi, I have a very weird problem. I downloaded some models from Sketchup warehouse, exported as OBJ format and then converted using osgconv to OSG format. Could you please provide an example? Now, when I use osgUtil::LineSegmentIntersector then on some models there is an

Re: [osg-users] OpenGL 3.x and OSG

2014-03-20 Thread Sebastian Messerschmidt
Hi Boon, This topic has been discussed before. It boils down to the fact, that Materials/TexGen are fixed function pipeline features. So they are disabled with GL3. Long story short: Materials are not support, neither is TexGen. You will have to write your own shaders and define materials via

Re: [osg-users] Openscenegraph iOS Development

2014-03-19 Thread Sebastian Messerschmidt
the TARGET_LINK_LIBRARIES (sic!) add_framework(Foundation Application) add_framework(Security Application) hth Sebastian Hi, Sebastian. I would like to have a look at that CMake file :) Thanks. 2014-03-19 4:45 GMT+07:00 Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm

Re: [osg-users] Openscenegraph iOS Development

2014-03-18 Thread Sebastian Messerschmidt
um 19:43 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de: Hi Stephan, The builds for the simulator are working fine with a customized CMake file. There is one remaining problem however. It seems the libcurl distributed on the github seem

Re: [osg-users] Openscenegraph iOS Development

2014-03-18 Thread Sebastian Messerschmidt
Am 18.03.2014 10:12, schrieb Stephan Maximilian Huber: HI Sebastian, Am 18.03.2014 um 09:58 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de: I'm still struggling with the issue. Could you (or someone else) try to link the curl plugin

Re: [osg-users] Openscenegraph iOS Development

2014-03-18 Thread Sebastian Messerschmidt
to Stephan. cheers Sebastian Am 18.03.2014 10:12, schrieb Stephan Maximilian Huber: HI Sebastian, Am 18.03.2014 um 09:58 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de: I'm still struggling with the issue. Could you (or someone else) try

Re: [osg-users] Openscenegraph iOS Development

2014-03-16 Thread Sebastian Messerschmidt
Sebastian, there's no need for macports or something similar (as they build only for OS X not for iOS) and I use lib curl successfully w/o any additional 3rdparty lib. What error-messages do you get? cheers, Stephan Am 14.03.2014 um 19:43 schrieb Sebastian Messerschmidt sebastian.messerschm

Re: [osg-users] Openscenegraph iOS Development

2014-03-14 Thread Sebastian Messerschmidt
? Cheers Sebastian hi sebastian, good to hear its' working on your end. There's a simple iOS example, you'll have to enable BUILD_OSG_EXAMPLES in cmake / build-script. cheers, Stephan Am 11.03.2014 um 10:52 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de

Re: [osg-users] memory releasing problem by addchild and removechild

2014-03-13 Thread Sebastian Messerschmidt
Hi Lv, can you provide a full compiling example? Then I can test it with the Intel Compiler tools. Unfortunately they are not free but I have a license in the company. I agree with Robert, that the memory management with ref_ptrs is rock-stable if used correctly, so a full example could help

Re: [osg-users] ReadImageFile fails open video

2014-03-13 Thread Sebastian Messerschmidt
Hi Petr, Do you have ffmpeg plugin built and installed? Here is small snippet from my application: std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); osg::Image* image =

Re: [osg-users] ReadImageFile fails open video

2014-03-13 Thread Sebastian Messerschmidt
Hi Petr, What is your OpenSceneGraph version? Did you build it from scratch and compile it with ffmpeg? For me it seems you have some mixed install here. using export OSG_NOTIFY_LEVEL=DEBUG I found Warning: dynamic library 'osgPlugins-3.2.1/osgdb_ffmpeg.so' does not exist (or isn't

Re: [osg-users] ReadImageFile fails open video

2014-03-13 Thread Sebastian Messerschmidt
Hi Petr, sorry I can't help you with this. I use CMake to generate the projects and usually compile under Windows only. Cheers Sebastian I downloaded newest release - 3.2.1 rc2 clasiic style: configure make make install But the thing is that ffmpeg wont build (skipped?). All plugins were

Re: [osg-users] Openscenegraph iOS Development

2014-03-11 Thread Sebastian Messerschmidt
IPHONE_SDKVER is set to the right sdk-version. „7.0 I pushed my build-scripts to github. perhaps they work on your end: https://github.com/stmh/osg-ios-build Am 10.03.2014 um 10:57 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Also, due to my missing experience: When do I

Re: [osg-users] Openscenegraph iOS Development

2014-03-11 Thread Sebastian Messerschmidt
://github.com/stmh/osg-ios-build Am 10.03.2014 um 10:57 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Also, due to my missing experience: When do I build for the Simulator? If I want to test it exclusively on the Mac? Yes. If you want to test your app on the mac from within

Re: [osg-users] Openscenegraph iOS Development

2014-03-10 Thread Sebastian Messerschmidt
and the OSG-3.2 branch that tackle build issues so it might be worth checking these out. Robert On 7 March 2014 19:11, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: Hi, I indeed ran into troubles trying to compile osg 3.2.0

Re: [osg-users] Openscenegraph iOS Development

2014-03-10 Thread Sebastian Messerschmidt
Hi Stephan HI, Am 10.03.2014 um 10:43 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de: I've tried the trunk too, with the same results. But thank you for your advise. Maybe one of the iOS experts can give me some hints regarding the iOS

Re: [osg-users] Openscenegraph iOS Development

2014-03-10 Thread Sebastian Messerschmidt
://github.com/stmh/osg-ios-build Am 10.03.2014 um 10:57 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Also, due to my missing experience: When do I build for the Simulator? If I want to test it exclusively on the Mac? Yes. If you want to test your app on the mac from within

Re: [osg-users] Openscenegraph iOS Development

2014-03-07 Thread Sebastian Messerschmidt
Hi, I indeed ran into troubles trying to compile osg 3.2.0 using MacOS 10.8 for iOS. I followed the tutorial on the OpenSceneGraph website. Unfortunately various attempts failed with IPhoneSDK 7.0 Either there are problems with stat64 used inside osgDB or there are problems inside _types.h

Re: [osg-users] osg_Color

2014-03-06 Thread Sebastian Messerschmidt
Hi Conan, Are you sure your model has colors? Also please try to set fragData to a fixed value to see if the shader is working at all (I somehow miss the layout like layout (location=0) out vec4 fragData;) Secondly I'd rather set something like: fragData = vec4(color.rgb,1.0) to rule out any

Re: [osg-users] Wireframe rendering on Android

2014-03-06 Thread Sebastian Messerschmidt
Hi David, did you check the link? It is all explained there. Basically with barycentric coordinates you can check how far the fragment is from the triangles edge, thus enabling you to draw there an nowhere else. In order to do so, you assign barycentric coordinates which form a base system to

Re: [osg-users] Badly looking effect - GPU problem ?

2014-03-06 Thread Sebastian Messerschmidt
Hi Konn, Could you please check the output of your console. Seems like the textures are missing. In order to make the default textures available you will have to set the OSG_FILE_PATH environment variable pointing to the OpenSceneGraph data package. Also check if the rgb plugin is compiled

Re: [osg-users] Openscenegraph iOS Development

2014-03-05 Thread Sebastian Messerschmidt
Hi Stephan, Thank you for you insights. If you don't mind I would message you if I have further questions. Simply tell me when I start to annoy you. Cheers Sebastian Hi Sebastian, Am 05.03.2014 um 08:42 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: I've been requested

Re: [osg-users] Wireframe rendering on Android

2014-03-05 Thread Sebastian Messerschmidt
Hi Dever, In theory you can use barycentric coordinates from you geometry: http://codeflow.org/entries/2012/aug/02/easy-wireframe-display-with-barycentric-coordinates/ In order to get them you will have to write a visitor which generates them from your geometry or use a geometry shader to do

[osg-users] osg::Sequence and reversing direction

2014-03-05 Thread Sebastian Messerschmidt
Hi, After searching the forum and mailing list someone advised to use the setDuration with negative speed to revert the animation. Unfortunately this doesn't work for me. Anyone that knows osg::Sequence a bit better than me, who could give me an advise how to play a sequence reverted.

Re: [osg-users] osg::Sequence and reversing direction

2014-03-05 Thread Sebastian Messerschmidt
Hello Ulrich, No I didn't try. But I guess than won't really fit my needs. I use the sequence to animate tracks of a tank and therefore need to change the animation direction and speed dynamically in every frame. I'll give it a try, but it doesn't seem very natural. Looking at the code it

[osg-users] Openscenegraph iOS Development

2014-03-04 Thread Sebastian Messerschmidt
Hi folks, I've been requested to explore the options of OpenSceneGraph development under iOS. There are some starter tutorials, but I still have some questions (without having touched the toolchain right now) 1. Depending on the device I guess I'm bound to OpenGL ES 1 and 2? 2. What about

Re: [osg-users] Numerous [ Topic is awaiting approval ] Posts

2014-02-12 Thread Sebastian Messerschmidt
Am 12.02.2014 10:47, schrieb Robert Osfield: Hi All, On 5 February 2014 18:56, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: I offered myself already. But unfortunately I still got no introduction. Personally I also think

Re: [osg-users] Multiply defined symbol

2014-02-09 Thread Sebastian Messerschmidt
Hi Bengt, This is a VS linker issue. Please add /FORCE:Multiple to your linker options for the complaining module/linking application This came up multiple times now, and I wish we could put it to a FAQ. I get errors for ctors and dtors of std::istream and std::ostream when I link my

[osg-users] Integrating VPB sources into osg repository

2014-02-05 Thread Sebastian Messerschmidt
Hi Robert, hi community, I was thinking about the separation of VPB and OSG. I feel like it would not harm too much if it was integrated in the OpenSceneGraph repository more directly. As the only real dependency is GDAL it could be built conditionally. Bringing to the core would maybe help

Re: [osg-users] ShaderComposer and some missing features

2014-02-05 Thread Sebastian Messerschmidt
attached outputs) I'd appreciate some advices here. Hi Sebastian, On 27 November 2013 11:26, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: Okay I can try to refactor it, but I'm not 100% sure if I got you right. Would the caching

Re: [osg-users] Integrating VPB sources into osg repository

2014-02-05 Thread Sebastian Messerschmidt
February 2014 10:51, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: Hi Robert, hi community, I was thinking about the separation of VPB and OSG. I feel like it would not harm too much if it was integrated in the OpenSceneGraph

Re: [osg-users] Numerous [ Topic is awaiting approval ] Posts

2014-02-05 Thread Sebastian Messerschmidt
Hi Conan, I offered myself already. But unfortunately I still got no introduction. Personally I also think that additional moderators would be appropriate. Hi, I see numerous posts with the subject [ Topic is awaiting approval ]. I assume that is due to a lack of sufficient moderators on the

Re: [osg-users] Traverse Scenegraph and dump textures

2014-02-04 Thread Sebastian Messerschmidt
Hi Conan, You need to write a nodevisitor which inspects all nodes and geodes with statesets. Inside the stateset you can access the TextureAttributes and get the images there. the geodes apply then should like this: void MyVisitor::apply( osg::Geode node ) { osg::StateSet* state_set =

[osg-users] osgTerrain GeometryTechnique

2014-01-28 Thread Sebastian Messerschmidt
Hi, I'm trying to load an heightfield and smooth it by adding a GeometryTechnique to the osgTerrain::TerrainTile. Since I didn't get it working I tried the osgthreadedTerrain example. Loading a heightfield or elevation from texture and modifying the filter used doesn't change anything there

Re: [osg-users] Redistribution

2014-01-28 Thread Sebastian Messerschmidt
Hi Clement, Thanks for your reply. I am worried about FFMpeg. Since OSG is using ffmpeg on some functions, some patented algorithms are used inside ffmpeg. Even my program won't call ffmpeg any function, but I am worried OSG includes ffmpeg and OSG may have a risk on include patented

Re: [osg-users] Problem with 3D image for scientific visualization

2014-01-21 Thread Sebastian Messerschmidt
Hi Josiah, Can you check the GL_MAX_3D_TEXTURE_SIZE with something like GPU Caps Viewer? Even my GTX680 only supports 2048. So basically you might be hitting the limit. cheers Sebastian Hi, I am involved in a project where I have to build a 3D image from processed ultrasound data. The

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-16 Thread Sebastian Messerschmidt
Hi Ethan, Thanks for bearing with me Robert, I do realize that there has been much discussion over this topic (I have spent hours trying to understand it all but OSG is the only exposure to OpenGL that I've ever had so trying to understand it all is tricky for me). You mention using the

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-16 Thread Sebastian Messerschmidt
Hi Robert, Hi Sebastian, On 16 January 2014 08:12, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: Hi Ethan, Thanks for bearing with me Robert, I do realize that there has been much discussion over this topic (I have

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

2014-01-15 Thread Sebastian Messerschmidt
Am 14.01.2014 19:14, schrieb Daniel Schmid: Hello Daniel, Usually post-perspective simply means, that coordinates are already normalized and perspective devision was applied. So if the light view-matrix will bring you into Lightspace / lights view space. Multiplying this with the lights

Re: [osg-users] Rendering performance

2014-01-09 Thread Sebastian Messerschmidt
Hi Ale, I don't really understand your comparison. You said you had good performance before and now it is degraded. Can you list your previous osg-version which you are comparing too? Did you change the display driver? Are you comparing release builds? Did you change anything in your code? Can

Re: [osg-users] Is OSG for iOS a good candidate for displaying PLY files?

2014-01-02 Thread Sebastian Messerschmidt
Hi Aaron, Hi I have asked some students under my supervision to display PLY files that they have created and are stored on a server. The idea is they have built an app in iOS and then they connect to the server, download the PLY files and then display them on the iPhone\iPad. They have no

Re: [osg-users] osg::MatrixTransform delays

2013-12-20 Thread Sebastian Messerschmidt
, 2013 at 9:35 PM, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: Am 19.12.2013 12:09, schrieb Trajce Nikolov NICK: Sebastian, it was too early to be happy. Changing it to traverse first then update didn't helped actually

Re: [osg-users] Status of beyond OpenGL 1 materials

2013-12-20 Thread Sebastian Messerschmidt
Hi Anders, apart from long term plans I managed to get the appropriate behaviour by writing a FixedFunctionVisitor. It uses a modified ShaderComposition (based on Ubershaders with #defines) and injects the appropriate uniforms for osg::Material. Lights are managed a bit differently but also

Re: [osg-users] osg::MatrixTransform delays

2013-12-19 Thread Sebastian Messerschmidt
Am 19.12.2013 09:26, schrieb Trajce Nikolov NICK: Hi Nick, My first question would be: Why don't you simply attach the windshield to the model ;-) No seriously, I had those effects too, when retrieving e.g. the ModelView matrix in callbacks. The problem usually was gone whe doing the

Re: [osg-users] osg::MatrixTransform delays

2013-12-19 Thread Sebastian Messerschmidt
it first. Thanks ! Nick On Thu, Dec 19, 2013 at 11:51 AM, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: Am 19.12.2013 09:26, schrieb Trajce Nikolov NICK: Hi Nick, My first question would be: Why don't

Re: [osg-users] osg::MatrixTransform delays

2013-12-19 Thread Sebastian Messerschmidt
passes? If you explain your structure a bit more in depth I maybe can point to an alternative solution. cheers Sebastian Thanks Nick On Thu, Dec 19, 2013 at 12:02 PM, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: You're welcome

[osg-users] Placing Models relative to Terrain

2013-12-11 Thread Sebastian Messerschmidt
Hi folks, I was thinking if I could improve precision and z-fighting issues for my geocentric database (built with VPB) by placing models differently. Right now I'm using a pickvisitor to get the geocentric position on the terrain and place the model directly by putting it in the root of the

Re: [osg-users] Placing Models relative to Terrain

2013-12-11 Thread Sebastian Messerschmidt
by osgTerrain/VPB to avoid precision issues. Mmh, thats more or less what I do. I use a MatrixTransform setup from the pick-position and place my model below. Is this what you meant by local origin? Robert. On 11 December 2013 10:41, Sebastian Messerschmidt sebastian.messerschm...@gmx.de

Re: [osg-users] iOS OSG

2013-12-10 Thread Sebastian Messerschmidt
Hi Mike, The errors are obviously OpenGL ES related. IIRC there are no built-in uniforms for material/lights. So maybe the ES path is not yet complete regarding shaders. Is the shader maybe inside your osgt file itself? I don't remember if there is some kind of automagic shader generation to

Re: [osg-users] [osgDEM] calculate height above ellipsoid in vertex shader

2013-12-06 Thread Sebastian Messerschmidt
and store the heights there. Robert. On 4 December 2013 13:23, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: Hi, I have a osgDEM produced geocentric database. I looked into the geometryTechnique

Re: [osg-users] [osgDEM] calculate height above ellipsoid in vertex shader

2013-12-06 Thread Sebastian Messerschmidt
using the osg_ViewMatrixInverse * ModelVIewMatrix, so moving this calculation to the CPU would help a lot. Robert. On 4 December 2013 13:23, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: Hi, I have a osgDEM produced geocentric

Re: [osg-users] [osgDEM] calculate height above ellipsoid in vertex shader

2013-12-05 Thread Sebastian Messerschmidt
Hi, I managed to get the local heights. After realizing, that the osg_ViewMatrix * gl_ModelViewMatrix will bring me into world space I was able to use a XYZ_to_latlonheight function in the vertex shader. There is only one catch with this: precision. It seems that the float matrices will

Re: [osg-users] [osgDEM] calculate height above ellipsoid in vertex shader

2013-12-05 Thread Sebastian Messerschmidt
Robert explaining that they are indeed pushed as double matrices, so the driver would cut them to float. cheers Sebastian Cheers, Wojtek 2013/12/5 Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de Hi, I managed to get the local heights

Re: [osg-users] [osgDEM] calculate height above ellipsoid in vertex shader

2013-12-05 Thread Sebastian Messerschmidt
and offset) which in theory may be almost as precise as double. It may be however very tricky for such non-linear math as geographic projections... Cheers, Wojtek 2013/12/5 Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de Hi

Re: [osg-users] [osgDEM] calculate height above ellipsoid in vertex shader

2013-12-05 Thread Sebastian Messerschmidt
and use it directly. Thank you for the hint anyways :-) cheers Sebastain Nick On Thu, Dec 5, 2013 at 8:28 PM, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: Hi Wojciech, Hi Sebastian, Just an extra thought that came to me

Re: [osg-users] [vpb] osgdem crash

2013-12-05 Thread Sebastian Messerschmidt
Hi Maia, Did you compile VPB on your own? What exactly crashes? Do you get an unhandled exception or what is the error message? Your post simply doesn't give enough information to help you. I've been using VPB for years now and the only occasions where it crashed when data was corrupted or

[osg-users] osgCompute example

2013-12-04 Thread Sebastian Messerschmidt
Hi folks, Is there anyone out there getting the osg-compute example with the trunk running`? I get the following error on two Nvidia cards with newest drivers (GTX680, Quadro 2000m) 0(3) : error C7596: OpenGL requires image variables declared without using the 'writeonly' qualifier to

Re: [osg-users] osgCompute example

2013-12-04 Thread Sebastian Messerschmidt
I've solved it by comparing the example with newer compute shader examples. Patch for the example is submitted. Hi folks, Is there anyone out there getting the osg-compute example with the trunk running`? I get the following error on two Nvidia cards with newest drivers (GTX680, Quadro

[osg-users] [osgDEM] calculate height above ellipsoid in vertex shader

2013-12-04 Thread Sebastian Messerschmidt
Hi, I have a osgDEM produced geocentric database. I looked into the geometryTechnique implementation to see if I somehow can access the height of the vertices above the ellipsoid in the vertex shader. Unfortunately I don't have any idea how to calculate this from the give matrices. Is this

[osg-users] Help with callbacks and cameras

2013-12-03 Thread Sebastian Messerschmidt
Hi folks, I have a camera responsible for updating some texture by rendering to it. What is the preferred way/callback to let the camera run only every 10th frame or so. I know I can use the the nodevisitor to get the framenumber, but I'm puzzled which callback to use to skip the camera all

Re: [osg-users] osgWidget::EVENT_MOUSE_ missing while mouse is held down

2013-12-03 Thread Sebastian Messerschmidt
Hi Ethan, Hello, I have successfully implemented an osgWidget callback with the type osgWidget::EVENT_MOUSE_PUSH that works every time I click down the mouse. If I hold down the mouse button, the callback only gets called once (at the time of the initial mouse click). This all makes sense,

Re: [osg-users] osgWidget::EVENT_MOUSE_ missing while mouse is held down

2013-12-03 Thread Sebastian Messerschmidt
Sorry Ethan, I over read that you are using osgWidget. But you might use the same mechanism. Maybe some osgWidget expert can tell you if there is some FRAME like event that you can use to implement the idea below. Hi Ethan, Hello, I have successfully implemented an osgWidget callback with

[osg-users] Strange bug in osg::State

2013-11-29 Thread Sebastian Messerschmidt
Hi, In osg::State::resetVertexAttributeAlias a parameter compact is defaulted to true and will create vertex attribute aliases for the first 5 texture coordinates only. In conjuction with vertexAttributeAliasing this will break attribute order and thus shading result if the number of actually

Re: [osg-users] ShaderComposer and some missing features

2013-11-27 Thread Sebastian Messerschmidt
the issue you are trying to tackle in a way that others can try out. Cheers, Robert. On 26 November 2013 16:52, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: Hi I found my way through the source and overwritten the ShaderComposer

Re: [osg-users] ShaderComposer and some missing features

2013-11-27 Thread Sebastian Messerschmidt
Am 27.11.2013 11:15, schrieb Robert Osfield: Hi Sebastian, Thanks for the details, still not 100% clear but clearer ;-) The ShaderComponent class exists as an interface between StateAttribute's and the ShaderComposer in a way that is decoupled enough to allow fixed function pipeline style

Re: [osg-users] ShaderComposer and some missing features

2013-11-27 Thread Sebastian Messerschmidt
the last_applied_attribute member? cheers Sebastian Robert. On 27 November 2013 10:43, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: Am 27.11.2013 11:15, schrieb Robert Osfield: Hi Sebastian, Thanks for the details, still not 100% clear

Re: [osg-users] ShaderComposer and some missing features

2013-11-27 Thread Sebastian Messerschmidt
appreciate some advices here. Hi Sebastian, On 27 November 2013 11:26, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: Okay I can try to refactor it, but I'm not 100% sure if I got you right. Would the caching attribute

[osg-users] ShaderComposer and some missing features

2013-11-26 Thread Sebastian Messerschmidt
Hi I know that the ShaderComposer is not yet finished. But I have some simple questions about it. Right now it is implemented as ShaderAttribute which injects shader programs when the statesets are traversed. So the program object stays more or less hidden inside the state. In my current

Re: [osg-users] ShaderComposer and some missing features

2013-11-26 Thread Sebastian Messerschmidt
Hi I found my way through the source and overwritten the ShaderComposer class. Here I reimplemented the getOrCreateProgram and the addShaderToProgram functions to inspect the data here. Unfortunately there seems to be no way to access the original ShaderAttribute from here. My idea was to add

Re: [osg-users] C++11 with OSG

2013-11-22 Thread Sebastian Messerschmidt
Am 22.11.2013 10:23, schrieb deniz diktas: Hi Sebastian, Yes, I have to admit that my question was not clear enough. Actually I meant using C++11 in osg-based apps. The reason I asked is that I would like to write a high-level rendering engine based on osg (to be distributed to many users)

Re: [osg-users] C++11 with OSG

2013-11-22 Thread Sebastian Messerschmidt
Deniz, What do you mean? I've been using Visual Studio 2010, which has some major parts for C++11 integrated with OSG. Lambdas, move etc. are just working fine. I would not recommend to move the OSG core to c++11 too soon, as right now there is a great variety of compiler targets for OSG. And

Re: [osg-users] How to correctly reference cube map in GLSL with OSG?

2013-11-21 Thread Sebastian Messerschmidt
Hi Michael, Hi. I haven't found any example of using cubemaps from GLSL in OSG examples and on the web. I only found cubemap usage in osgOcean: http://goo.gl/NwTTs9 It has the following varying in the vertex shader: nCube = gl_Vertex.xyz; And the following usage of it in the fragment one:

Re: [osg-users] Render-To-Texture GLSL program question

2013-11-19 Thread Sebastian Messerschmidt
Hi Ethan, Thanks, that makes sense that it would just be rendering a quad and that the original scene geometry would be lost. However, the GLSL geometry shader only accepts primitives of the type point, line, or triangle-is it perhaps rendering two triangles to the geometry shader to make

Re: [osg-users] Render-To-Texture GLSL program question

2013-11-19 Thread Sebastian Messerschmidt
Hi Ethan Thanks Sebastian, I have in fact looked through every geometry shader tutorial I could find and have tried to implement a simple pass-through sahder identical to the one you posted, but when I add the geometry shader I just get a black screen with no OpenGL error messages, and if I

Re: [osg-users] Render-To-Texture GLSL program question

2013-11-19 Thread Sebastian Messerschmidt
Hi Ethan, Hello Sebastian, I read up on the differences between glsl 1.2 and 1.5 and then scimmed through the official GLSL 1.5 specification document. I then grepped the osg src and examples directories to see if I could find any #version 150 shaders (I could not). Are there any

Re: [osg-users] Render-To-Texture GLSL program question

2013-11-19 Thread Sebastian Messerschmidt
Sorry Ethan, Personally I try to take the profile which doesn't require the extension. Simply go ahead an try. Concerning your other question: Please check the web for answers. The OpenGL/GLSL Specification is freely available and there might be some tutorials for this. For reference I use:

Re: [osg-users] Render-To-Texture GLSL program question

2013-11-19 Thread Sebastian Messerschmidt
If I use #version 150 compatibility, do I still have to explicitly do the in out specifications, such as declaring out gl_FragColor in the frag shader? No, as I already said: You can use the old syntax and mix it with the new one. You absolutely don't have to use the layout, in, out things in

Re: [osg-users] [linux] OSG + X11 and question about osgViewer

2013-11-18 Thread Sebastian Messerschmidt
Hi First? Last? please sign up with a real name so we can address you. Have you checked out the osgViewer code and the various examples? For me it seems you questions are answered by those examples. Concerning the web-resources: Yes there are outdated examples/tutorials.

Re: [osg-users] Dynamic Texture Upload affecting frame rates drastically

2013-11-18 Thread Sebastian Messerschmidt
Hi Abhishek, Have you tried to check if NPOT-resizing is enabled on the textures? May be some small code snippet would help reproducing. cheers Sebastian Hi, I find that uploading textures in OpenScenegraph, seems to hit performance (rendering rates) drastically. Please find attached the

Re: [osg-users] Why I don't get any response from this mailing-list ?

2013-11-18 Thread Sebastian Messerschmidt
Am 18.11.2013 04:45, schrieb First Last: Hi, Look, I send two mails and get no answer, there is a reason ? because I have some other questions... I know that nobody is paid to help me, so if my questions are dumb, or too basic, well please at least tell it to me and I won't lost my time. Hi,

Re: [osg-users] Render-To-Texture GLSL program question

2013-11-18 Thread Sebastian Messerschmidt
Am 18.11.2013 15:32, schrieb Ethan Fahy: Hello, Preface: I realize this question comes about because I've never really learned OpenGL/GLSL from the ground up and am likely missing some simple concepts, but I mostly have been coasting by at the osg middleware level and have been doing OK so

Re: [osg-users] Render-To-Texture GLSL program question

2013-11-18 Thread Sebastian Messerschmidt
Hi Will, Scott? Hi, Sorry for borthering. I seem to be encountered with the same kind of problems which confused me for a long time. I hope that we can do further communicate on the GLSL subject. Up to now, I still didn't know what kind of vertex that vertex shader dealt with in

Re: [osg-users] Reusing depth buffer for render targets

2013-11-14 Thread Sebastian Messerschmidt
Hi Bram, From my experience you should always add the depth texture as input sampler to the consecutive passes if they use it for writing. That sounds weird but solved those issues for me. Also keep in mind that all buffers should have the same resolution (i.e. as you are using sampleRect).

Re: [osg-users] osg::Texture2DMultisample

2013-11-12 Thread Sebastian Messerschmidt
).x; color += texelFetch( colorTex, itc, i ); } gl_FragDepth = depth * NUM_SAMPLES_INV; gl_FragColor = color * NUM_SAMPLES_INV; } Cheers, Wojtek 2013/11/12 Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de Am 11.11.2013 22:44

[osg-users] osg::Texture2DMultisample

2013-11-11 Thread Sebastian Messerschmidt
Hi, maybe this seems like s stupid question but why does osg::Texture2DMultisample does not have a getNumSamples() function? This might come in handy if, like in my case, a texture is passed around for MRT binding (camera-attach), to determine the number of samples for the attach function.

Re: [osg-users] osg::Texture2DMultisample

2013-11-11 Thread Sebastian Messerschmidt
Sebastian Cheers, Wojtek Lewandowski. 2013/11/11 Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de Hi, maybe this seems like s stupid question but why does osg::Texture2DMultisample does not have a getNumSamples() function? This might

Re: [osg-users] Setting breakpoints when using osg as library

2013-11-11 Thread Sebastian Messerschmidt
Am 12.11.2013 00:24, schrieb Bram Vaessen: It's not working. I keep getting these: 'world2.exe': Loaded 'D:\world2\world2\osg100-osgViewerd.dll', Cannot find or open the PDB file I put the PDB files in the same directory as where the DLL is, under the exact name. I ALSO set the directory

Re: [osg-users] [osgPlugins] OSG 3.2.x slower than OSG 3.0.1??

2013-11-08 Thread Sebastian Messerschmidt
Hi Tim, I'm doing the same thing right now. I also experienced some performance problems with trunk vs. 3.1.8 on Visual Studio 2010 x64. Currently I'm rebuilding from scratch, so if there are any news I'll let you know. The major change in the core is related to geometry. But as far as I can

Re: [osg-users] blending on multiple targets

2013-11-08 Thread Sebastian Messerschmidt
Hi Bram, Hi, thanks for the reply! I get the undefined part, that makes sense, but what I still don't understand though: I just specify blending (GL_BLEND on) is on in the nodes. But then if I do gl_FragData[0] = vec4(0,0,0,0); then it doesn't seem to matter anymore what I write to

Re: [osg-users] blending on multiple targets

2013-11-08 Thread Sebastian Messerschmidt
Am 08.11.2013 12:02, schrieb Bram Vaessen: Also, Do you setup a blendfunction and activate it for the stateset? No I didn't. The thing is, I made some other shaders for a volume light, and there I just enabled blending and it worked as I expected. And to clarify what I mean with that: I

Re: [osg-users] blending on multiple targets

2013-11-08 Thread Sebastian Messerschmidt
Am 08.11.2013 16:31, schrieb Bram Vaessen: You still can render to them in separate passes. 1.pass: Render texture to FBO with color buffer1 2.pass: Render water to FBO with color buffer2 3.pass: Combine to result buffer (possibly framebuffer) hmm yeah interesting... two problems that I would

Re: [osg-users] Is it possible to use EffectCompositor to describe effects per object?

2013-11-07 Thread Sebastian Messerschmidt
Hi Michael, I solved a similar problem by overriding osg::Program which composes a shader from an Ubershader. This is not done via uniforms but defines. It seems to work somehow and improved the performance over branching based on uniforms. Hi. I decided to go with single pipeline that

Re: [osg-users] Is it possible to use EffectCompositor to describe effects per object?

2013-11-07 Thread Sebastian Messerschmidt
. Thanks. 2013/11/7 Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de Hi Michael, I solved a similar problem by overriding osg::Program which composes a shader from an Ubershader. This is not done via uniforms but defines. It seems

Re: [osg-users] Is it possible to use EffectCompositor to describe effects per object?

2013-11-07 Thread Sebastian Messerschmidt
please provide an example of how an object manages its define-set? In my case, I simply get the object's StateSet and setup uniforms. But I don't get how to setup defines. Thanks. 2013/11/7 Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de Am

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