Re: [osg-users] StandardShadowMap and Render To Texture

2011-02-16 Thread Wojciech Lewandowski
(is also a render to texture camera) I hope it is better explanation of my problem. Cheers Martin Original-Nachricht Datum: Wed, 16 Feb 2011 16:19:09 +0100 Von: Wojciech Lewandowski lewandow...@ai.com.pl An: osg-users@lists.openscenegraph.org Betreff: Re: [osg-users

Re: [osg-users] Main frame buffer corruption when using a slave camerato POST_RENDER to a FBO

2011-02-12 Thread Wojciech Lewandowski
Hi Roger, Did you try to run addSlave removeSlave wrapped in stopThreading / startThreading call ? We recently learned in similar case like yours (postrender HUD), that its really needed if slave is added/removed after realize. Without this Update traversal was entering the graph while

Re: [osg-users] Some question about osgShadow... can someone helpme?

2011-02-02 Thread Wojciech Lewandowski
Axel, Messages suggest that Linker cannot find symbols. Looks to me as missing osgShadow lib in your make file. For the small scene like yours simplest ShadowMap technique should be sufficient. I am recomending it because, extending this technique to support multiple lights will be easiest

Re: [osg-users] Some question about osgShadow... can someone helpme?

2011-02-02 Thread Wojciech Lewandowski
-Original Message- From: Axel Spirtaat Sent: Wednesday, February 02, 2011 4:47 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Some question about osgShadow... can someone helpme? Hi Wojtek, thank you for reply and suggestions. Wojciech Lewandowski wrote: Axel, Messages

Re: [osg-users] Optimizing scene structure and geometry

2011-01-28 Thread Wojciech Lewandowski
Hi Guys, Its really interesting observation about this 3 ms bind time. I suspect this might be a shadow map. 3 ms could be actually a time needed for shadow map rendering stage to finish ... If you are desperate you may consider building the database used only for shadow casting (and using

Re: [osg-users] Optimizing scene structure and geometry

2011-01-26 Thread Wojciech Lewandowski
Hi J-S, [..] My next step is eliminating textures that repeat, to even further improve texture atlas generation. This will again lead to some graphical artifacts unfortunately... I did the test of removing almost all statesets after scene load. The result was that most of the time, the

Re: [osg-users] Optimizing scene structure and geometry

2011-01-24 Thread Wojciech Lewandowski
Hi J-S, No, we use the ViewBounds type. and I forgot to mention in my arguments to reproducing the results in the osgshadow example that I also used ViewBounds. Sorry about that, seems even with my very long post I was still missing some specifics :-) Command line for osgshadow was not

Re: [osg-users] Optimizing scene structure and geometry

2011-01-22 Thread Wojciech Lewandowski
J-S, You have not mentioned which lispsm is used but if thats DrawBounds (flavour) it does 2 extra cull render passes. Shadow map pass is preceeded with depth buffer render pass used to compute DrawBounds. I should also mention that this computation is made using ReadPixels and scanning the

Re: [osg-users] multiple tex gen modes in a single scene

2011-01-21 Thread Wojciech Lewandowski
Brad, It really sounds like texgen stage conflict. You can use up to 8 texgens concurently (stages 0..7). PositionalStates (including TexGens) are apllied at start of render stage and not changed during rendering. So if there are more then one texgen on particular stage, only one will be

Re: [osg-users] Shadows in OSG

2011-01-18 Thread Wojciech Lewandowski
Hi Linda, Its large and advanced topic. Various techniques work in different way. I simply do not have the time to explain it. Besides, I follow the rule to not respond in much more words than question asked (hint). If you are interested in Shadow Mapping I may recomend starting from

Re: [osg-users] Shadows in OSG

2011-01-17 Thread Wojciech Lewandowski
I suggest this presentaton to learn basics: http://developer.nvidia.com/object/cedec_shadowmap.html and then this page offers enough reading for months ;-): http://developer.nvidia.com/object/doc_shadows.html Wojtek Lewandowski -Oryginalna wiadomość- From: Linda Lee Sent: Monday,

Re: [osg-users] different rendering states for different passes?

2011-01-13 Thread Wojciech Lewandowski
Hi Peter, For situation like yours I would recommend overwriting osgShadow::LightSpacePerspectiveShadowMapVB and its internal ViewData class. Internal ViewData contains all the resources you need including shadowCamera. You may then add your own uniform or change any states used for shadow

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Wojciech Lewandowski
Hi, Sukender, I think we fully agree both on whats a 'Primitive' and binding interpretations. I actually like your interpretation of primitive term. Primitive is always a Triangle and Triangles, TriangleFans and TriangleStrips are just a methods of passing vertices. But I avoided using word

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Wojciech Lewandowski
what about changing the terms we use? Say BIND_PER_SHAPE / BIND_PER_PRIMITIVE, or BIND_PER_ELEMENT / BIND_PER_PRIMITIVE? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Wojciech Lewandowski lewandow...@ai.com.pl a écrit : Hi, Sukender, I think we

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Wojciech Lewandowski
...@ist.ucf.edu a écrit : On 01/10/2011 03:46 AM, Wojciech Lewandowski wrote: Hi, Sukender, I think we fully agree both on whats a 'Primitive' and binding interpretations. I don't think we agree at all... man glBegin NAME glBegin, glEnd - delimit the vertices of a primitive or a group of like

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-09 Thread Wojciech Lewandowski
Hi Robert, Jason, I am lazy guy, and I agree with both of you, its only neccessary to make it backward compatibile ;-) However, for purely academic reasons I will respond to Jason. But don't treat my post as call for revolution. Its just my opinion how PER_VERTEX, PER_PRIMITIVE,

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-07 Thread Wojciech Lewandowski
Hi, Jason I generally agree with your post that binding per primitive is a scene graph thing, but I would disagree with such BIND_PER_PRIMITIVE interpretation: BIND_PER_PRIMITIVE is a scene graph thing, it has nothing to do with pure OpenGL. All BIND_PER_PRIMITIVE means is this:

Re: [osg-users] DYNAMIC drawables, StateSets, and rendering

2011-01-06 Thread Wojciech Lewandowski
Hi Tim, I've recently been looking hard at the rendering backend i.e., RenderStage, RenderBin, etc. and the rendering traversal in osgViewer::ViewerBase. I was surprised to find that the State dynamic object count, and the dynamic object callback that triggers the end of the dynamic

Re: [osg-users] StandardShadowMap effect

2010-12-28 Thread Wojciech Lewandowski
Hi Linda, I tried using ShadowMap and the effect is the same. How do I check if my model is using texture coordinates on the same stage as shadow map (1 by default)? I tried using ShadowTexture and the effect is okay. Does osgshadow example look correct (using shadow map and default scene

Re: [osg-users] StandardShadowMap effect

2010-12-28 Thread Wojciech Lewandowski
Hi Linda, I tried using cow.osg and have similar problem. I tried download the driver from AMD website but the latest version they have is 10.12 and it seems to keep crashing after installed. Do you think there is any work around using the ATI card like change the mapping method for the

Re: [osg-users] StandardShadowMap effect

2010-12-27 Thread Wojciech Lewandowski
Hi Linda, Looks like shadow map was rendered using different projection than the texture projection which is applied by shadow texgen. This is most probably a result of texgen unit conflict. Does your model use texture coordinates on the same stage as shadow map (1 by default) ? But that

Re: [osg-users] Cutting geometry out of a scene

2010-12-20 Thread Wojciech Lewandowski
Hi Kevin, I don't know if this can be useful for you or not, but you may look at osgSim::CustomPolytope or its remote derivative osgShadow::ConvexPolyhedron. These classes supoport tranformation and cut with other polytopes. Both classes keep reference points for each of the polytope faces.

Re: [osg-users] VertexBufferObject usage very slow...

2010-12-18 Thread Wojciech Lewandowski
Since you wrote you use gDebugger, please check if glDrawElements index buffers are taken from CPU or GPU memory. If its CPU mem then all should be clear... Wojtek Lewandowski -Original Message- From: Sean Spicer Sent: Friday, December 17, 2010 7:57 PM To: OpenSceneGraph Users

[osg-users] osgCal does not build - where is PerContextProgram::getUniformLocation( string ) method ?

2010-12-08 Thread Wojciech Lewandowski
Hi Guys, The title says it all. We use osgCal and it does not compile anymore. Compiler does not find Program::PerContextProgram::getUniformLocation( const std::string ) while compiling HardwareMesh.cpp. Problem appeared with trunk change revision 11942: Where

Re: [osg-users] osgCal does not build - where is PerContextProgram::getUniformLocation( string ) method ?

2010-12-08 Thread Wojciech Lewandowski
::getUniformLocation( string ) method ? Hi Wojciech, This change was introduced in rev 11952. This new static function in osg/Uniform should help you to get the (unsigned int) id out of the (string) name : static unsigned int getNameID(const std::string name); Mourad 2010/12/8 Wojciech Lewandowski

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-07 Thread Wojciech Lewandowski
Hi, I tried to build static OSG from Trunk on Windows today (VS 2008 Express) even though I turned off the check marks by DYNAMIC_OPENSCENEGRAPH and DYNAMIC_OPENTHREADS, I had issues with static OpenThreads Release config. It was correctly built by librarian into a static lib (not a DLL).

Re: [osg-users] Getting light-space depth of main pass fragment

2010-11-18 Thread Wojciech Lewandowski
Hi J-S, The whole idea of optimal shadow map is implemented in a series of shadow camera projection adjustments. I saw you set up your ShadowCameraTransform uniform in StandardShadowMap::aimShadowCasting camera. This is initial setting of shadow cam matrices. MinimalShadowMap and derived

Re: [osg-users] Getting light-space depth of main pass fragment

2010-11-18 Thread Wojciech Lewandowski
Hi Yes, that explains it. And it works, thanks a lot. Just to confirm, since both MinimalDrawBoundsShadowMap and MinimalCullBoundsShadowMap call MinimalShadowMap::frameShadowCastingCamera() and don't do anything to the camera's matrices after that, it should be safe for all variants to update

Re: [osg-users] Getting light-space depth of main pass fragment

2010-11-17 Thread Wojciech Lewandowski
Hi J-S, That may happen if projection matrix changed a little between your read and rendering of ShadowMap. For example you read the projection matrix at some point but later it gets refined by AdjustNearFarPlane callback or second pass of MinimalShadowMap::frameShadowCastingCamera() method

Re: [osg-users] Getting light-space depth of main pass fragment

2010-11-16 Thread Wojciech Lewandowski
Hi J-S, All your math seems correct to me. I would use ( lightSpaceDepth * 0.5 + 0.5 ) to compare with shadow map. But you said you tried it. Using DEPTH_COMPONENT is also ok IMHO. Debuging shaders display these values so its possible to access them. So I think that maybe your uniforms or

Re: [osg-users] ViewDependentShadow massive flickering problems

2010-11-16 Thread Wojciech Lewandowski
Hi J-S, Duelling frusta can be really nasty. However, minLightMargin should not significantly affect precision of shadow map. It may affect performance but precision could get only a little worse in DrawBounds or CullBounds when some large object behind viewer gets classified as shadow

Re: [osg-users] does LiSPSM cull the objects in the scene?

2010-11-10 Thread Wojciech Lewandowski
Hi J-S, There is a catch though. ViewBounds method has a bug which basically ignores MinimalLightMargin parameter. I have made a fix for this but it was not yet submitted, because its in the pack with TrapezoidalShadowMap which is still in work. Maybe I can will split them and send separately,

Re: [osg-users] does LiSPSM cull the objects in the scene?

2010-11-05 Thread Wojciech Lewandowski
Hi Ramy, Teoretically LispSM uses one extra pass to render shadow map. However, optimal shadow volume computation requires some extra work. Default LispSM uses DrawBounds to compute shadow volume, which means it does extra pererender to compute box around pixels in prerenderd map. You may

Re: [osg-users] does LiSPSM cull the objects in the scene?

2010-11-03 Thread Wojciech Lewandowski
Hi, LispSM works well with directional infinite lights. So I assume you are using this type of light. With inifinite light objects casting shadows can be far outside visible area. So the viewing frustum for shadow camera is usually larger than view frustum of the camera where shadows are

Re: [osg-users] Upside down smoke trail

2010-10-22 Thread Wojciech Lewandowski
Hi Kevin, Below is a piece of code that does exactly what you want in global WGS84 ellipsoid coord space. In your case just replace _xyz with the direction vector you want the smoke to move. osgParticle::FluidProgram* fp = dynamic_castosgParticle::FluidProgram* (

Re: [osg-users] Workaround for nVidia + fullscreen + Windows 7

2010-10-07 Thread Wojciech Lewandowski
- let the driver select the method (in my observation NVidia drivers on Win7 defaults to EXCHANGE) Cheers, Wojtek Lewandowski From: Wojciech Lewandowski Sent: Monday, September 27, 2010 2:31 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Workaround for nVidia + fullscreen + Windows 7

Re: [osg-users] OSG seems to have a problem scaling to multiple windows on multiple graphics cards

2010-10-07 Thread Wojciech Lewandowski
Hi John, This is odd but it sounds bit like swap buffers of the windows are somehow waiting for each other. I believe that WGL_NV_swap_group extension is not used by OSG. This extension could possible help you there. But I could be wrong on above. It is not really my main point I wanted to

[osg-users] to registerPagedLODs or not ?

2010-10-01 Thread Wojciech Lewandowski
Hi Robert, We have recently encountered a case of excessive memory use with a database which contained number of PagedLODs. The problem vanished when we called registerPagedLODs on Scene root. Obviously pagedLODs where not registered when model was loaded. But this is quite surprising to me

Re: [osg-users] to registerPagedLODs or not ?

2010-10-01 Thread Wojciech Lewandowski
the workaround would be checking if parent is not registered already and run visitor from parent if neccessary. Cheers, Wojtek Lewandowski Robert. 2010/10/1 Wojciech Lewandowski lewandow...@ai.com.pl: Hi Robert, We have recently encountered a case of excessive memory use with a database

Re: [osg-users] to registerPagedLODs or not ?

2010-10-01 Thread Wojciech Lewandowski
Hi Robert, [..] Looking at the code it looks like you'd modify DatabasePager::addLoadedDataToSceneGraph to check to see if the Group that the subgraph is being added to is a PagedLOD and if so then add it, or even perhaps check the parent path for the group (the refNodePath in

Re: [osg-users] to registerPagedLODs or not ?

2010-10-01 Thread Wojciech Lewandowski
, On Fri, Oct 1, 2010 at 2:07 PM, Wojciech Lewandowski lewandow...@ai.com.pl wrote: I don't need to test it. We already did it. It works and thats the fix we would propose as our submission. We tested if parent is registerd by checking if its present in active inactive PagedLOD lists If it works

Re: [osg-users] Extract ModelView Projection Matrix for GLSLProgram version 150 and higher

2010-09-30 Thread Wojciech Lewandowski
Hi Peter, To Wojciech, that would be a workaround, but not a ( correct ) solution, right ? It depends: if you select core 3.x OpenGL profile in OSG CMakeLists then it can be considered a workaround, but if you setup default OpenGL context then its your preferred choice ;-). I tried to

Re: [osg-users] Extract ModelView Projection Matrix for GLSL Programversion 150 and higher

2010-09-29 Thread Wojciech Lewandowski
Hi Peter, Can't you use compatibility profile ? All stuff you mention is still available in compatibility profile. eg place it at the begining of GLSL Shader: #version 150 compatibility [shader code] Wojtek -- From: Peter Wrobrl

Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developerrelease, please test :-)

2010-09-28 Thread Wojciech Lewandowski
Hi, NVidia 260.63 fixes single screen. Multi screen is still a mess. And Nvidia ControlPanel does not show on some machines including mine. Wojtek Lewandowski -- From: Martin Naylor martinnay...@virginmedia.com Sent: Tuesday, September 28, 2010

Re: [osg-users] Workaround for nVidia + fullscreen + Windows 7

2010-09-27 Thread Wojciech Lewandowski
Hi, I have submitted code changes. Look at osg-submissions for details. Wojtek Lewandowski From: Wojciech Lewandowski Sent: Friday, September 24, 2010 9:44 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Workaround for nVidia + fullscreen + Windows 7 Hi, Exactly as Farshid Said I

Re: [osg-users] Shadows : Creating multiple osgShadow::ShadowedScene

2010-09-27 Thread Wojciech Lewandowski
Hi Saravanan, Try other shadowing techniques, Parallel Split Shadow Maps (pssm) or Light Space Perspective Shadow Maps (lispsm). They should be better suited for your case. Cheers, Wojtek Lewandowski -- From: Saravanan Sivaprahasam

Re: [osg-users] Problem with samples

2010-09-24 Thread Wojciech Lewandowski
Thanks Farshid, I think you should post it in separate thread with proper subject. I guess large number of people will be grateful for sharing this info ; - ) Wojtek From: Farshid Lashkari Sent: Friday, September 24, 2010 6:19 AM To: osg-users@lists.openscenegraph.org Subject: Re:

Re: [osg-users] Windows 7 Aero Color Scheme issue

2010-09-24 Thread Wojciech Lewandowski
Hi Guys, Have you seen last post from Farshid Lashkari in Re: [osg-users] Problem with samples thread ? Start Quote I've also been experiencing the fullscreen issue with nVidia cards on Windows 7. Just wanted to let you know that I found a workaround. When creating the OpenGL context, I

Re: [osg-users] Workaround for nVidia + fullscreen + Windows 7

2010-09-24 Thread Wojciech Lewandowski
Hi, Exactly as Farshid Said I have modified PreparePixelFormatSpecification function in GraphicsWindowWin32.cpp to test the workaround. Interestingly PreparePixelFormatSpecification has a input allowSwapExchangeARB parameter as if someone had similar problem before. But this parameter is used

Re: [osg-users] Texture coordinate calculation in vertex shader

2010-09-13 Thread Wojciech Lewandowski
, gl_EyePlaneQ[1]); But unfortunately this kills performance inacceptably and also rendering of my scene is not stable (flickering). Shadow appear as expected. On Monday 13 September 2010 13:51:02 Wojciech Lewandowski wrote: Hi Werener, See VertexShader in StandardShadowMap. OpenGL Shading Languege

[osg-users] How to cancel pending pager requests ?

2010-09-10 Thread Wojciech Lewandowski
Hi, I was recently developing application where ImageSequences were switched dynamically. Images were rather large and I could not preload them so I used PAGE_AND_DISCARD option. However when switching the sequences I noticed that each restart takes more and more time. I figured out that

Re: [osg-users] How can I rotate a image

2010-09-07 Thread Wojciech Lewandowski
Hi Martin, If you follow the vertexexample closely then then rotation can be simply added (or removed because its already there) to TexMat in TexMatCallback. Look at R matrix in TexMatCallback::operator(). Multiply this R matrix by neccessary rotation. If you don't know what rotation exactly,

Re: [osg-users] StandardShadowMap on ATI

2010-09-06 Thread Wojciech Lewandowski
Hi Everyone browsing this thread. I just downoaded Catalyst 10.8 for Windows. Its a pleasure to report that problems (broken TexMat base Textures) with osgShadow example on recent Catalyst versions 10.4-10.7 seem to be fixed on 10.8. Thats the way to go AMD ;-). I tested on OSG trunk 32 bit

Re: [osg-users] latest NVIDIA drivers

2010-09-06 Thread Wojciech Lewandowski
Hi J-S All, Going back to the subject, I just tested Catalyst 10.8 today and was pleasantly surprised that some bugs were not present anymore. So driven by this small succes, I went further and also installed newest non-WHQL NVidia 259.31 drivers (Windows 7 64 bit). They are available

Re: [osg-users] latest NVIDIA drivers

2010-09-03 Thread Wojciech Lewandowski
Thanks J-S, Interesting. I will keep it mind. I remember that case I reported to NVidia was also doing good as long as light number was less than 4. I guess compiler was implicitly unrolling the loop, but when number got above 3, it could not unroll and the problem started to show. In the

Re: [osg-users] latest NVIDIA drivers

2010-09-03 Thread Wojciech Lewandowski
Hi J-S, Responses below: [...] Actually someone on that thread said that bugs in deprecated functionality were likely to appear often, which to me suggests that nVidia might never fix this bug because it relates to built-in uniforms which are deprecated, and just using your own uniforms

Re: [osg-users] latest NVIDIA drivers

2010-08-05 Thread Wojciech Lewandowski
Hi Trajce, I have noticed issues with Shader compilation on 256 (and above) series on Windows 7. Some fragment shaders using gl_LightSource fields were generating internal compiler errors. In fact I also posted a bug report to NVidia. These errors were normally reported by OSG with compilation

Re: [osg-users] threading and captureCurrentState

2010-08-05 Thread Wojciech Lewandowski
Hi John, If you need this to setup uniforms for shadow fragment shaders then maybe standard GL gl_FrontFacing variable could do the trick ? Its available at least in GLSL 1.50 and above. I have not checked when it was introduced maybe its available in earlier GLSL profiles. Wojtek From:

Re: [osg-users] threading and captureCurrentState

2010-08-04 Thread Wojciech Lewandowski
traversal, I guess. I do not understand, but it work with SingleThreaded and CullDrawThreadPerContext while it crashes with DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext. It seems to me like two threads are accessing state stack... John Wojciech Lewandowski wrote: Hi

Re: [osg-users] StandardShadowMap on ATI

2010-08-04 Thread Wojciech Lewandowski
Perfect ! One thing got me intrigued, though. You derive internal ViewData class from MinimalShadowMap::ViewData instead of VsvCustomShadowTechniqueClass::ViewData. Is it deliberate ? I suspect this works because VsvCustomShadowTechniqueClass is actually MinimalCullBoundsShadowMap and

Re: [osg-users] threading and captureCurrentState

2010-08-03 Thread Wojciech Lewandowski
Hi, I don't think its allowed to call captureCurrentState in Cull stage. I am not certain about this, but would expect that captureCurrentState would read OpenGL state and update osg::State accordingly. If this is the case then it does require valid OpenGL context, which is only guaranteed

Re: [osg-users] Visual Studio 2010 binaries

2010-08-02 Thread Wojciech Lewandowski
Thank You ! Wojtek -- From: Christiansen, Brad brad.christian...@thalesgroup.com.au Sent: Sunday, August 01, 2010 2:26 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Visual Studio 2010 binaries Hi All, I have built OSG, VPB and

Re: [osg-users] StandardShadowMap on ATI

2010-07-29 Thread Wojciech Lewandowski
Hi Baker, My responses below. Just for reference, the modifications I've made in my glsl shaders to get it running on ATI were mainly the following: - only index texture coordinates with constants, variables (even const) don't seem to work. - ensure all variables are initialized

Re: [osg-users] StandardShadowMap on ATI

2010-07-28 Thread Wojciech Lewandowski
Hi Bradley, I have not tested StandardShadowMap with Catalyst 10.7. 10.5 10.6 did not work for me so I have been staying at 10.4. With 10.4 the only issue I had was TexMat not initialized to identity and mainVertexShader in Standard Shadow Map was producing 0,0 base texture coords for all

Re: [osg-users] Texture2DArray and invalid enumerant error

2010-07-28 Thread Wojciech Lewandowski
Hi Glenn, Since TextureArrays are supposed to work only with programmable pipeline, there is no such GL Mode as GL_TEXTURE_2D_ARRAY. It could be considered a bug in OSG that setting this mode is attempted. Workaround: don't attach the textureArray with setTextureAttributeAndModes but with

Re: [osg-users] ModelView and Projection Matrices

2010-07-28 Thread Wojciech Lewandowski
Hi Guy, Are you sure result is 3 ? Maybe rather -3 ? OpenGL is by default (view=identity) looking along Z- axis. When you set near N and far F this means near plane contains point(0,0,-N) and far plane contains point(0,0,-F). So if you want ot get z=1 from multiplication by ModelViewProj you

Re: [osg-users] DDS S3TC-DXTC compression only accept power of twosizes?

2010-07-13 Thread Wojciech Lewandowski
Hi Sukender, I think this is a bug or if you prefer one of the limitations of OSG DDS ReaderWriter. Feel free to fix it ;-) Cheers, Wojtek -- From: Sukender suky0...@free.fr Sent: Tuesday, July 13, 2010 5:26 PM To: osg-users

Re: [osg-users] osgPPU and osgShadow::MinimalShadowMap

2010-07-06 Thread Wojciech Lewandowski
Hi Serge, I am sorry I have no experience with osgPPU. Long ago (2 years ?) we tried it with HDR and it seemed to work with LispSM shadows on our testbed. Have not tested since then. I could not help you at the moment, I am on vacations and my computer is a netbook. Send me a private email

Re: [osg-users] Graphical issues with display lists on ATI 5870 cards

2010-06-29 Thread Wojciech Lewandowski
Hi Andy, I have seen some funky effects recently on Radeon 5970 4890. I was not able to install 10.6 on Windows 7 64 bit on 5970. Driver kept crashing with classic BSOD. But texture corruption you mention was present in 10.5 on Radeon 4890 as well. In both cases we switched back to

Re: [osg-users] OpenGL Shader application problem

2010-06-24 Thread Wojciech Lewandowski
Phil, This method often works. Use it also for other state attributes which seem unitialized to proper defaults. Cheers, Wojtek -- From: Phil Fugue poc...@grc.nasa.gov Sent: Thursday, June 24, 2010 9:10 PM To: osg-users@lists.openscenegraph.org

Re: [osg-users] Shader composition, OpenGL modes and custom modes

2010-06-24 Thread Wojciech Lewandowski
Hi Guys, We all seem to agree that the topic actually consists from two subtopics: ShaderGeneration and ShaderComposition. Shader generation would be mostly used to emulate Fixed Pipeline and replace GL Attributes/Modes with generated uniforms and shader pieces. ShaderComposition would allow

Re: [osg-users] OpenGL Shader application problem

2010-06-23 Thread Wojciech Lewandowski
Phil, No shaders attached. This turns off shaders so effectively you turn on fixed pipeline. WL -- From: Phil Fugue poc...@grc.nasa.gov Sent: Wednesday, June 23, 2010 5:11 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users]

Re: [osg-users] Render graphics for 3DReady-TV?

2010-06-22 Thread Wojciech Lewandowski
Hi Guys, Some of the older stereovision standards were also supported by IZ3D TriDef drivers. I don't know much about TriDef but IZ3D also works with OpenGL and can emulate Quad Buffer on GeForce on Windows. I am not sure if they yet support new HDMI 1.4 3D standard thats used by new TV sets,

Re: [osg-users] OpenGL Shader application problem

2010-06-22 Thread Wojciech Lewandowski
Hi Phil, Its a blind shot but try setting up empty osg::Program at scene root. There is a chance that somehow your first encountered shader was assumed to be stage default by OSG. And since you don't set anything at the root it may leak on second frame render. Its just a guess. This is a

Re: [osg-users] Developer release of OSG and VPB imminent, please test.

2010-06-18 Thread Wojciech Lewandowski
Hi Wang J-S I saw it on Radeon 4800 5890 in Windows 7 with multiple monitors. But it was week ago and obvioulsy it wasn't the current version. I am currently rebuilding last version. I will let you know when I do the tests. However, in the meantime I have uninstalled the Radeons but have

Re: [osg-users] Developer release of OSG and VPB imminent, please test.

2010-06-18 Thread Wojciech Lewandowski
::requestWarpPointer most probably does not work too, but it does not display the warning... Wojtek PS. Hope it clearer now. -- From: Wojciech Lewandowski lewandow...@ai.com.pl Sent: Friday, June 18, 2010 4:18 PM To: OpenSceneGraph Users osg-users

Re: [osg-users] Developer release of OSG and VPB imminent, please test.

2010-06-18 Thread Wojciech Lewandowski
Hi Robert, I think thats Ok to silence the warning only. Maybe warpPointer should not be called at the inital home() call but I guess it should be called on next home() call when user presses space. So in the end I don't know either, whether its wrong or good to have requestWarpPointer()

Re: [osg-users] [build] Successful build using VS2010?

2010-06-14 Thread Wojciech Lewandowski
I am using VS 2010 Express on Windows 7. Latest cmake with the extra patched script they mention on download page seems to work just fine. Make sure to clean former installs and former builds first. My often made mistake in the past was not removing former files from install/include/lib

Re: [osg-users] Changing textures tiling without changing texturecoordinates(?)

2010-06-08 Thread Wojciech Lewandowski
Alessandro, Check osg::TexMat. Thats exactly the thing you are looking for. You may be also intereste4d in osg::TexGen for automatic texture coords generated from vertex coords. Wojtek From: Alessandro Terenzi Sent: Tuesday, June 08, 2010 5:27 PM To: OpenSceneGraph Users Subject:

Re: [osg-users] shadowmaps and texture arrays (Wojciech?)

2010-06-07 Thread Wojciech Lewandowski
I did something like this. Unfortunately I cannot disclose the source. But during this work I cleared the path for use of texture arrays for shadow map comparison. So yes its doable. With recent glFramebeufferTexture additon texture arrays seem like good match for one pass cascaded shadow map

Re: [osg-users] vertex shader for SoftShadowMap FragmentShader.

2010-06-07 Thread Wojciech Lewandowski
Hi Anders, I see two problems with your shader. First it looks like you swaped shadow and jitter map coords. I suppose you want to generate shadow map coords with texgen. So texgen should produce unit 1 texture coords. But most probably you should use view space (gl_EyePlane) coords for

Re: [osg-users] Development Environment

2010-05-17 Thread Wojciech Lewandowski
Hi Guys, FYI: Yesterday I tried to build OSG with 2010. Last stable CMake 2.8.1 is generating some cryptic errors so I checked most recent CMake 2.9.x from nightly builds. That version seems to work, so if you want to work with OSG under VS 2010 try nightly builds CMake version. Cheers,

Re: [osg-users] Development Environment

2010-05-17 Thread Wojciech Lewandowski
Nope ;-) With VS2010 Express Beta I was using dependencies for 2008 + 2008 runtime. I intend to do the same before 3rd pary libs appear for VS 2010. WL - Original Message - From: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com To: OpenSceneGraph Users

Re: [osg-users] Problem with projection

2010-05-10 Thread Wojciech Lewandowski
Czolem, I took a brief look. There might be other issues but one thing seems suspect to me. 720/568 in makePerspective call is computed on ints and hence is equal to 1. I am sure its not what you are after. Replace it with 720.f/568. Cheers, Wojtek

Re: [osg-users] Render to texture memory usage

2010-05-05 Thread Wojciech Lewandowski
Hi, Multithreading modes allocate two instances of OpenGL resources to speed up rendering . Default implicit buffer attachment policy adds depth buffer to FBOs if only color buffer was attached. Try running your app in SingleThreaded mode with Camera implicitBufferAttachmentRenderMask set

Re: [osg-users] texture2Darray issue with different image format

2010-05-04 Thread Wojciech Lewandowski
I use specific image/texture settings to get it working? Thank you, Ricky On Mon, Apr 26, 2010 at 13:17, Wojciech Lewandowski lewandow...@ai.com.pl wrote: Hi Ricky, I have just succesfully compiled osg trunk with this file. I am on windows and have not checked GLES compatibility

Re: [osg-users] texture2Darray issue with different image format

2010-04-26 Thread Wojciech Lewandowski
Hi Ricky, I have just succesfully compiled osg trunk with this file. I am on windows and have not checked GLES compatibility though. Texture2DArray.cpp attached (the same as before) Wojtek - Original Message - From: Wojciech Lewandowski To: OpenSceneGraph Users Sent: Monday

Re: [osg-users] texture2Darray issue with different image format

2010-04-25 Thread Wojciech Lewandowski
if it fixes the problem on my side. Robert, the restricion on the values 1, 2, 3 or 4 that you mention is related to ES profile only, or even to openGL 3.x and 4.x ?? That might be an issue to address when reviewing the different plugins. Cheers, Ricky On Fri, Apr 23, 2010 at 11:08, Wojciech

Re: [osg-users] texture2Darray issue with different image format

2010-04-23 Thread Wojciech Lewandowski
Hi Ricardo, Current texture2DArray implementation does not handle loading and generation of mipmaps for compressed formats. If you can rebuild OSG you may try attached patch to Texture2DArray class. I intend to post it ultimately to submissions list, but lets say its in alpha version and I

Re: [osg-users] CubeMap-Reflection and ShadowMap don't work togehter?

2010-04-16 Thread Wojciech Lewandowski
Hi Martin, I am afraid you will have to touch GLSL. All shadow map techniques are shader based. What you will have to do is: replace base texture 2D sampler with your textureCube sampler and will have to process tex coords accordingly. If you have not yet learnded GLSL, this moment have just

Re: [osg-users] osgShadow and osgearth

2010-04-10 Thread Wojciech Lewandowski
Hi Sumit, Have you tried LispSM ? I have not tested it with osgEarth but it works with osgDEM data. See osgShadow -4 --lispsm example. With large Dataset you will probably have to take advantage of two Lispsm methods inherited from MinimalShadowMap void setModellingSpaceToWorldTransform(

Re: [osg-users] Support vendor specific 3D APIs - any interest here?

2010-04-07 Thread Wojciech Lewandowski
here? -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, On 2010-04-06 14:30, Wojciech Lewandowski wrote: That was my impression as well. 3D stereoscopic api seems to be created for Direct3D developers to check if Stereo is running and override/modify its parameters. The API is probably

Re: [osg-users] Support vendor specific 3D APIs - any interest here?

2010-04-06 Thread Wojciech Lewandowski
Hi Christian, I am interested. Subject intersts me mostly as a hobby, perhaps someday more comercially. I am glad you pointed out this API. I was not aware of it. I am however, bit dubious about possibility to use it with OpenGL on consumer GeForce cards. Which NVAPI functions would allow to

Re: [osg-users] Support vendor specific 3D APIs - any interest here?

2010-04-06 Thread Wojciech Lewandowski
Hi Christian, [..] NVAPI as found here http://developer.download.nvidia.com/NVAPI/NVAPI_May2009.zip describes details in the Stereoscopic 3D APIs section how to turn on 3D mode and even how to swap left/right eyes on stereoscopic surfaces with NvAPI_Stereo_ReverseStereoBlitControl()

Re: [osg-users] texture2Darray problem

2010-03-12 Thread Wojciech Lewandowski
Hi, I had the same issue. Its a warnig while applying texture mode. Do not use setTextureAttributeAndModes(). Use setTextureAttribute() instead. There is not such mode like GL_TEXTURE_2D_ARRAY. Texture2DArrays do not work with fixed pipeline. They are accessible only with shaders. Wojtek

Re: [osg-users] problems about layer rendering

2010-03-11 Thread Wojciech Lewandowski
Hi Kai, I checked RenderStage::runCameraSetUp() source code, and found that bufferAttachments only have Texture1D, Texture2D, Texture3D, TextureCubeMap, TextureRetangle, but without TextureArray, and I don`t know weather OSG using glFramebufferTextureLayer or glFramebufferTexture when bind

Re: [osg-users] problems about layer rendering

2010-03-10 Thread Wojciech Lewandowski
Hi Kai, Disclaimer: I have not done anything like this. I did think about implementing such technique, though. And I am deeply interested in the results You could get. So I will try to provide few unproven suggestions in hope you will share them later ;-) 1. The way you attach texture

Re: [osg-users] problems about layer rendering

2010-03-10 Thread Wojciech Lewandowski
- From: Tim Moore To: OpenSceneGraph Users Sent: Wednesday, March 10, 2010 2:05 PM Subject: Re: [osg-users] problems about layer rendering On Wed, Mar 10, 2010 at 12:21 PM, Wojciech Lewandowski lewandow...@ai.com.pl wrote: this will set up multiple render targets with 3

Re: [osg-users] Euler angles problem with showing

2010-03-05 Thread Wojciech Lewandowski
Czesc Andrzej, After quick inspection I noticed that you use most popular set of Euler angles. So the code below should work for you. See MatrixGetRotation fumction. Feel free to useit and adopt it to osg::Matrices. Its easy to replace mat[3][3] with osg::Matrix. Indexing should be the same.

Re: [osg-users] Shadows and negative renderbin?

2010-03-05 Thread Wojciech Lewandowski
Hi J-S, I suppose its caused by crude scene bounds computation. LispsmVB does not do any magic: it simply computes view frustum and intersects it with scene bounds to find visible part of shadow volume. I guess the problem is related to second part of the math ie scene bounds computation

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