(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
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
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
-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
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
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
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
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
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
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
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,
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
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
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
...@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
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,
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:
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
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
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
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
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.
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
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
::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
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).
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
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
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
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
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
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,
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
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
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*
(
- 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
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
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
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
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
,
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
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
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
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
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
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
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:
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
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
, 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
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
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,
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
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
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
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
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
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:
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
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
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
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
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
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
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
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
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
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
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
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
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
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]
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,
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
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
::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
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()
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
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:
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
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
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,
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
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
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
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
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
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
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
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
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(
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
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
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()
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
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
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
-
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
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.
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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