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
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
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
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
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
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
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
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
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
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
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
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
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
?
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
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
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 =
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
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
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
://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
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
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
://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
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
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
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
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
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
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
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.
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
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
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
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
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
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
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
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
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 =
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
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
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
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
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
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
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
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
, 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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,
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
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
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
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
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
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
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
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
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)
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
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:
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
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
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
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:
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
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.
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
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,
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
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
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).
).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
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.
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
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
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
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
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
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
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
.
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
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
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