I don't think such backporting should be an issue. Practically recent fixes
were cosmetics, improved precision in first iteration of shadow camera
projection setup and better handling of spot lights.
One more thing came to my mind: StandardShadowMap forces RenderBin override
on all nodes
That looks like the problem with boundingBoxVisitor called inside
MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds() because it
takes node mask as an input.
Btw I started to suspect that there is an error inside above method.
Possibly not involved in your investigation.
- Original Message -
From: Wojciech Lewandowski
To: OpenSceneGraph Users
Sent: Wednesday, March 03, 2010 6:40 PM
Subject: Re:
[osg-users]RefactoringDatabasePagerNeedToRemovestringflaggingtechnique
Thank You,
I will check how our system performs after your changes. I
Hi Again,
That looks like the problem with boundingBoxVisitor called inside
MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds()
because it takes node mask as an input.
Can you elaborate?
Look inside the
MinimalShadowMap::ViewData::computeShadowReceiveingCoarseBounds method.
Hi Guy,
If classic multisample antialiasing does not work for you, have a look at
centroid modified in GLSL ver 1.2 and upr. See this link for example:
http://www.opengl.org/pipeline/article/vol003_6/
Wojtek Lewandowski
- Original Message -
From: Robert Osfield
To:
errata: not centroid modified but centroid modifier.
Wojtek
- Original Message -
From: Wojciech Lewandowski
To: OpenSceneGraph Users
Sent: Thursday, March 04, 2010 11:41 AM
Subject: Re: [osg-users] automatic pixel transparency adjustment
Hi Guy,
If classic multisample
Thank You,
I will check how our system performs after your changes. I will probably do the
testing tomorrow or friday. I will let you know how it went.
Big Thanks,
Wojtek Lewandowski
- Original Message -
From: Robert Osfield
To: OpenSceneGraph Users
Sent: Wednesday, March
Hi Nick,
I am curious whether this slowdown is due to CPU work (scanning shader maps and
selecting used ones) or GPU work (shaders are recompiled or linked too often).
Do you have any profiling data to share ?
I do expect some performance degredation while using it vs standard
osg::program.
Hi Everyone,
Lots of older OpenGL extensions are now included in OpenGL specification (rel.
3.2). I'd like to propose a small cleaning movement of OSG sources
Every time we submit a change of some OSG file we could also check for obsolete
GL extension: EXT, ARB, NV, ATI etc symbols and
--
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wojciech
Lewandowski
Sent: Monday, February 01, 2010 6:24 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Lets slowly update
Technology Future Products
Overwatch®
An Operating Unit of Textron Systems
--
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wojciech
Lewandowski
Hi Manu,
IMHO I can offfer tips for 2 or your questions:
Why no cull calback for uniform ?
I guess there is no cull calback for state attribs/uniforms because they could
be used many times and located in many statesets/nodes. So cull visitor can
traverse them couple times per one frame.
How
in
multiple statesets/nodes, then the update callback is called multiple times per
frame... [or is there some kind of security system to prevent this I'm not
aware of ? ]
Cheers,
Manu.
2010/1/29 Wojciech Lewandowski lewandow...@ai.com.pl
Hi Manu,
IMHO I can offfer tips for 2
different behavior based on the direction of movement.
I think I will go further with this, to implement something for number of
lights.
Thanks again !
Nick
http://www.linkedin.com/in/tnick
On Sat, Jan 16, 2010 at 9:59 AM, Wojciech Lewandowski
lewandow...@ai.com.pl
Nick,
GLSL mix works on my GF280. And I bet it works right everywhere. I changed
your code to
cube_color = vec3( 0,1,1 ); \n
base_color = vec3( 1,0,0 ); \n
gl_FragColor = vec4( mix(cube_color, base_color, reflect_factor).rgb,
1.0); \n
and resulting sphere color is light gray as expected.
am using mix in other shaders and there it works
as well. But not in this case
Nick
http://www.linkedin.com/in/tnick
Sent from Ünalan, İstanbul, Turkey
On Sun, Jan 24, 2010 at 11:42 AM, Wojciech Lewandowski lewandow...@ai.com.pl
wrote:
Nick,
GLSL mix works on my GF280. And I bet
wrote:
Hi Guys,
here is the code.
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey
On Thu, Jan 14, 2010 at 11:42 PM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
Hi Nick,
Post the troublesome code and elaborate a bit more about
On Fri, Jan 15, 2010 at 3:08 PM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
Trajce,
Attached is a fixed source code. There is a lots of shadow shimmering on
my GF8800. You will have to add some depth bias while rendering shadow map.
Selection proper PolygonOffset values
will tune it to fix the shimmering
Nick
http://www.linkedin.com/in/tnick
On Fri, Jan 15, 2010 at 3:08 PM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
Trajce,
Attached is a fixed source code. There is a lots of shadow shimmering
on my
(100 units, with the znear of 0.01).
Nick
http://www.linkedin.com/in/tnick
On Fri, Jan 15, 2010 at 9:47 PM, Wojciech Lewandowski lewandow...@ai.com.pl
wrote:
Hi,
Light close to obstacles ? If you have COMPUTE_NEAR_FAR it may clamp near
plane to very small value which may impact depth
, Turkey
On Fri, Jan 15, 2010 at 11:01 PM, Wojciech Lewandowski lewandow...@ai.com.pl
wrote:
Nick,
I may look into the code but don't expect much this time. You need to attach
the code first, though ;-). Few academy guys wrote couple dissertations on
rasterization and aliasing errors
Hi Nick,
Post the troublesome code and elaborate a bit more about the problem. If its
really a minute or two I am sure someone will be able to help.
Wojtek Lewandowski
From: Trajce Nikolov
Sent: Thursday, January 14, 2010 8:58 PM
To: OpenSceneGraph Users
Subject: [osg-users] light lobes and
Hi Tugkan,
Robert mentioned lengthy read operation. It may be related to read buffer
operation thats used to compute shadow volume in
LightSpacePerpspectiveShadowMapDB. If your slave view uses
osgShadow::LightSpacePerpspectiveShadowMapDB then you may check if
Hi Nick,
ShadowComparison = true
causes opengl to use result of TexFilter(depth_at_texel depth_map_coord_r)
ShadowComparison = false
causes opengl to use TexFilter( depth_at_texel ) value.
To display depth texture on some hud its neccessary to turn ShadowComparison
off. Its kinda tricky
Hi Marius,
My congratulations! I am glad you did it.
I solved my directional light case. I changed all floats to doubles in
* StandardShadowMap::ViewData::aimShadowCastingCamera
The code in the above method was based on original ShadowMap code and indeed
used floats (I must admit I
Hi,
I had some experience with D3D in the past maybe could help clear a picture
a little.
Basic 32 bit color format using in Directx is named in Direct 3D:
D3DFMT_A8R8G8B8. Components are enumerated from most significant byte to
least significant byte. Such pixel value is usually set by
Hi Marius,
Current trunk version does not draw debug volumes, don't be surprised not
seeing them. Its a problem outside of the osgShadow related to changes in
COLOR_PER_PRIMITIVE handling.
Cheers,
Wojtek
- Original Message -
From: Marius Heise mhe...@heise-network.com
To:
Oops sorry small correction: Intel is little endian. I always confuse these
names. I prefer using Least Significant Byte First and Most Significant Byte
First to describe the CPU archtecture.
Wojtek
- Original Message -
From: Wojciech Lewandowski lewandow...@ai.com.pl
-platform game engine -
http://pvle.sourceforge.net/
- Wojciech Lewandowski lewandow...@ai.com.pl a écrit :
Hi,
I had some experience with D3D in the past maybe could help clear a
picture
a little.
Basic 32 bit color format using in Directx is named in Direct 3D:
D3DFMT_A8R8G8B8. Components
Hi Marius,
I am not sure what ECEF acronym means. I guess its WGS84 eliposoid
coordinate system with origin in ellipsoid center.
We are using LispSM with VPB generated terrain. Do you use
setModellingSpaceToWorldTransform method ? It should be helpful in your
work. See example of usage and
Hi Marius,
When I do this I see empty blue screen. No model displayed. Looks like
camera is positioned far from the model. Perhaps you have done more
modifications ?
Wojtek
- Original Message -
From: Marius Heise mhe...@heise-network.com
To: osg-users@lists.openscenegraph.org
Marius,
We must have been using different OSG versions. 1 , SPACE seems to not work
on my trunk code. I solved this by setting home postion manually.
I was able replicate your problem but unfortunately have no more time to
spare now and any aditional hints do not cross my mind at the moment.
Hi Guys
I doubt your problem is directly related to DLL use. We have a code at the
company where allmost all OSG stuff including osgViewer creation is loaded
as dynamic DLL plugins. Its built with VS 2008 Express. All works correctly
and we see no problem with window focus or similar things.
Hi Alex,
I suppose only --SingleThreaded mode will be fully serialized Update will
preceede and finish before Cull and Cull will precede and complete before Draw.
Other threading modes theoretically may overlap Draw nad Update traversals if
OSG decides all the nodes are not updated
Hi,
Cascaded Shadow Maps is the same as Parallel Split Shadow Map. PSSM is
implemented in osgShadow. Also LispSM could work for you scenario.
Cheers,
Wojtek Lewandowski
From: Trajce Nikolov
Sent: Wednesday, December 09, 2009 10:19 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users]
of the shadow on the models.
Nick
http://www.linkedin.com/in/tnikolov
Sent from G�m��suyu, �stanbul, Turkey
On Wed, Dec 9, 2009 at 12:27 PM, Wojciech Lewandowski lewandow...@ai.com.pl
wrote:
Hi,
�
Cascaded Shadow Maps is�the same as Parallel Split Shadow Map. PSSM is
implemented
Hi.
As far as I know both OverlayNode and ViewDependentTechniques (LispSM ) use
shaders so you should make sure to not use conflicting texture stages and merge
the shaders at least if you plan to use both techniques together.
Wojtek
From: Trajce Nikolov
Sent: Wednesday, December 09, 2009
for 2.9.6 dev release
Hi Wojtek,
On Fri, Dec 4, 2009 at 8:51 PM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
I have been bit out of sync with froums recently. I am curious if the
issue
with color/normal per primitve was resolved ? Its fairly basic
functionality
so I thought I'll remind
Hi Robert,
I have been bit out of sync with froums recently. I am curious if the issue
with color/normal per primitve was resolved ? Its fairly basic functionality
so I thought I'll remind about this before new release.
Cheers,
Wojtek Lewandowski
HI Wojtek,
The crucial part you don't talk about is the performance constraints.
Can you pause a frame for hundreds of milliseseconds while the
required high res tiles are pulled in off disk? Or are you trying to
stick with a solid 60Hz? Loading any tiles in the update phase is not
possible
Hi Guys,
I wish to join the discussion because we are currently dealing with real
problem related to this topic.
First some background. Its a long comedy of circumstances and sideffects. But
please bear with me...:
1. We use PagedLOD database. We used our tools to build it, but it does not
@lists.openscenegraph.org
Sent: Monday, November 23, 2009 2:59 PM
Subject: Re: [osg-users] Refactoring DatabasePager
NeedToRemovestringflagging technique
Hi Wojtek,
On Mon, Nov 23, 2009 at 11:53 AM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
3. I don't know if this was deliberate
Hi Robert,
How should we tackle it, if current
approach is wrong ?
[..]
If you do want to mix the two then you need to ask questions about how
you want to do intersections and how your thread them. Do you do
intersections in the main loop? In a separate thread? Do you run the
, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Wojtek,
On Mon, Nov 23, 2009 at 2:34 PM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
But I would strongly defend merits of arguments in the post. You say we
did
wrong, but whats you recommendation on mixing many
Hi Andreas,
thanks a lot for your detailed answer. I will work through the example
within one of the next holydays, as I am not a professional programmer
(I´m a math teacher) and will need some quiet time for a demanding task
like this. My software is a math-software to illustrate vector
of your code and models.
Cheers,
Wojtek
From: Wyatt Earp
Sent: Friday, November 20, 2009 6:03 AM
To: 'OpenSceneGraph Users'
Cc: 'Wojciech Lewandowski'
Subject: RE: [osg-users] ShadowMap problem...
Is this what you meant?
Thanks,
W
From: osg-users-boun...@lists.openscenegraph.org
Hi Guys,
Assuming one light (which is reasonable considering other shadow
limitations) it should be possible to compute ambient term in fragment
shader only (its simply: gl_FrontLightModelProduct[0].ambient). If you have
right ambient term you could use shadow factor to blend between glColor
Robert, Paul and everyone interested,
My changes in Re: [osg-submissions] DisplaySettings masks
forimplicitbufferattachments were based on initial Paul submission. And of
course my submission included Pauls changes and added support for setting
IMPLICIT_BUFFER_ATTACHMENT policy through
Hi Wyatt,
Buildings getting darker while light is moving can be a normal thing it is
simply a result of normal diffuse shading. Can you move camera so close that
view frustum contains a single building ?. Ideally make it look at 45 deg from
a liitle above. Then make screenshot, with debugHUD.
I agree with J-S, just try loading your scene into osgshadow and see if it
works there. All black may mean anything btw, can you post a screenshot
sometimes ? You seem to be this unique type who tend to prefer thousands
words than one picture
Wojtek
Hi
Debug hud shaders are only used by debug hud to display shadow map. These
shaders should not bother you at all. They don't affect your scene, scene is
drawn by mainVertex/mainFragment/shadowVertex/shadowFragment shaders. See
osgshadow example with following options: -4 --lispsm --debugHUD
Hi J-S,
I have been bit swamped recently. I have restricted my policy to react only
to LISPSM while being busy ;-). Besides, you are doing much better support
than I could dream of. Thank You, btw.
Wojtek
--
From: Jean-Sébastien Guay
Hi Wyatt,
Did you check the debugHUD (with LISPSM it's as easy as
shadowTechnique-setDebugDraw(true) )? Does it show something that
looks valid?
I am not sure... With the debugHUD in the ShadowMap example, there was
just
a window which appeared to display the shadow map in gray-scale, but in
Generally yes, But don't turn them off but rather alter them with your
modified shaders.
That's useful when the ShadowedScene is the root of the scene, and your
entire scene can be rendered with a single shader (or uber-shader with
uniforms to select different code paths). But in some cases
Hi Frederik,
Default vertex shader ( see line 278 of osgShadow::StandardShadowMap)
passes specular component through gl_SecondaryColor. If you expect specular
to be mixed with diffuse and ambient on primary gl_Color then you may need
to adjust the shaders. Use setMainVertexShader /
Sergey,
The more I thought about this the more I doubted it may be related in your
case, but I could not remove post already sent. However, we have found
another, and this time looking much more real, PageLOD leak issue when node
cache was active. Maybe this could be indirectly related to
Hi Tugkan,
Somebody recently, also mentioned that nested cams not work with LiSPSM.
Frankly, I have no time to investigate this. I would recommend using RTT
slave views instead of nested RTT cam. I think this will have more chance to
work as intended. I apologize for trouble.
Wojtek
IMHO This is the best option so far ;-). I like it.
Wojtek
- Original Message -
From: Peter Hrenka p.hre...@science-computing.de
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, November 03, 2009 6:31 PM
Subject: Re: [osg-users] Change to Optimizer
I am glad to hear this. Cheers.
Wojtek
- Original Message -
From: Michael Weber osgfo...@tevs.eu
To: osg-users@lists.openscenegraph.org
Sent: Monday, November 02, 2009 11:27 AM
Subject: Re: [osg-users] Rotating models with respect toCoordinateSystemNode
/ EllipsoidModel
Great, your
Hi Sergey,
Have you tried to read DB with CACHE_NONE options ? Its really blind shot,
and I will most probably miss, but its easy to test, so thought I would let
you know about this. We have recently dealt with PageLOD leak problem.
Database was build using our proprietary tools. However,
with handling this model.
Robert.
2009/11/2 Wojciech Lewandowski lewandow...@ai.com.pl:
Hi Robert,
Recent changes in OSG trunk, are somehow responsible for the problems with
texture mapping we started to observe. I have attached simple model
showing
the effect. Below are also screenshots from osgviewer
Hi Paul,
GL3 requires a new entry point to create a GL3 context. As Microsoft has
certainly not bothered to update their SDK to GL3, the only way to get
access to the new context creation interface is to query for the extension
and then call wglGetProcAddress. But of course this requires a
Hi Michael,
I met at least few people who were using models in different coordinate
frames so your results may vary. But assuming that your model is pretty
standard: where forward points toward Y+, right points toward X+ and top
points toward Z+, this piece of code could work for you.
*
localToWorld;
return matrix;
}
WL
- Original Message -
From: Wojciech Lewandowski lewandow...@ai.com.pl
To: osg-users@lists.openscenegraph.org
Sent: Thursday, October 29, 2009 6:41 PM
Subject: Re: [osg-users] Rotating models with respect
://www.skew-matrix.com/
+1 303 859 9466
Wojciech Lewandowski wrote:
Hi Paul,
Thanks. I am almost done with modifications for DisplaySettings. I have
to test it and will submit the code tomorrow. But I have one question
regarding your changes in RenderStage.cpp. I have understood
Sent: Saturday, October 24, 2009 10:38 PM
Subject: Re: [osg-users] Improving multisampled FBO
Wojciech Lewandowski wrote:
Hi Paul,
Thank You. I like your solution. I cannot test it now, will do it on
monday and let you know how it went.
Have a good weekend. :-)
I'm starting to think a better
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, October 26, 2009 2:56 PM
Subject: Re: [osg-users] Improving multisampled FBO
Wojciech Lewandowski wrote:
I will prepare and submit a code with these modifications if you accept
general direction.
Sounds good to me, please
Hi Paul,
Thank You. I like your solution. I cannot test it now, will do it on monday
and let you know how it went.
Cheers,
Wojtek Lewandowski
--
From: Paul Martz pma...@skew-matrix.com
Sent: Saturday, October 24, 2009 10:22 PM
To:
Hi Tanguy,
What makes you think its wrong ? I think its very smart code which does only
whats really neccessary. _lowerBBCorner and _upperBBCorner are not constant
and in fact are relative and precalculated based on plane orientation.
Depending on the plane orientation its possible to know
Hi Johannes,
It don't think this is an an error. There are only 8 texture coords and 8
tex matrices in fixed pipeline. If you want more simply use uniforms. Matrix
array uniforms are available in OpenGL and OSG. Use setElement to sent n-th
array.
Cheers,
Wojtek Lewandowski
Hi Paul,
DDS as a file is not compressed. It has support for packed/compressed texel
formats but their file representation is the same as representaion in
graphic card memory. Besides packed pixel formats it supports almost all
pixel formats used these days (all supported by DirectX).
Johannes,
We tested on ATI 4890. Vista 64 bit. Catalyst 9.9. Clamp to edge works.
Clamp to border does not. Problems with dual monitors but it does not count
here, I guess.
Wojtek
- Original Message -
From: Johannes SchA1th acco...@jotschi.de
To:
...@jotschi.de
To: osg-users@lists.openscenegraph.org
Sent: Wednesday, October 07, 2009 12:54 PM
Subject: Re: [osg-users] Texture Wrapping Texture2DArray (Clamping
doesn'twork)
Hi,
one more question. Did clamp to border work on nvidia chips?
Wojciech Lewandowski wrote:
We tested on ATI
(Clamping
doesn'twork)
If i had read the specs earlier i would probably also remember the section
you mentioned.
Are there any other possible issues regarding this problem?
Wojciech Lewandowski wrote:
Hi Johannes,
My apologies, I must have misinterpreted this pragraph of the spec:
Otherwise
Hi Paul,
That's _almost_ what I'm looking for, but not quite. I'm specifically
interested in the case where a single Camera creates two FBOs to support
multisampling, and I want a depth buffer in one FBO but not the other.
(See my original post for more detail.) Currently, I always get a
Hi Johannes,
I may be wrong but I have read Texture2DArry spec recently and I remember
that clamp to border is not fully supported by this extension. Google and
Look at Texture2DArray extension spec. You may need to switch to clamp to
edge.
Cheers,
Wojtek
Hi Johannes,
My apologies, I must have misinterpreted this pragraph of the spec:
(6) How do texture borders interact with array textures?
RESOLVED: Each individual layer of an array texture can have a
border,
as though it were a normal one- or two-dimensional texture. However,
Hi Paul,
Month (or two) ago we merged a patch to disable color/depth buffer
enforcement in FBO setup in RenderStage. Idea was to put responsibilty for
selected attachments on the programmer. If he/she did not add depth
attachment it would be honored by RenderStage. We almost did it, but...
Hi Paul,
Once I get back from break, I'll take a look at current svn and see if it
satisfies this criteria. But from your post, it sounds like if I attach a
depth buffer to this Camera, then it will implicitly create a depth
attachment for the resolve FBO, which is what I'm trying to avoid.
Hi Brad,
Does it happen in state.applyMode( GL_SCISSOR_TEST ) call inside
RenderStage::drawImplementation method ? I saw such errors when RenderStage
buffer (FBO/PBuffer) initialization went wrong. It just happens that
GL_SCISSOR_TEST is first mode that is applied after RenderStage buffer
-users-boun...@lists.openscenegraph.org] On Behalf Of Wojciech
Lewandowski
Sent: Thursday, September 10, 2009 3:06 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] GL_SCISSOR_TEST error
Hi Brad,
Does it happen in state.applyMode( GL_SCISSOR_TEST ) call inside
RenderStage
Hi Joe,
If I correctly assume that you tried to run Debug from VS 2005 environment
then it must be pre SP1 VS 2005. Install Service Pack 1 for VS 2005 and you
should be fine.
Or... if you have VC SP1, this might be the recent Microsoft VC 2005 Redist
with ATL fixes update issue. Microsoft
Hi Harold,
OSG uses standard C arrays to store matrices. Which means these are row major
matrices. This changes order of operands. You should multiply point by matrix
not matrix by point. In your code you should rather preMultiply the matrices.
example:
osg::Matrix viewMatrix =
get a worth result ...
i'm a bit confused.
Regards,
Harold
2009/9/4 Wojciech Lewandowski lewandow...@ai.com.pl
Hi Harold,
OSG uses standard C arrays to store matrices. Which means these are row
major matrices. This changes order of operands. You should multiply point by
matrix
missing buffer
attchments may be neccessary after all. So I must agree that adding buffer
atttcahment flags to DisplaySetings sounds like the best approach.
Cheers,
Wojtek Lewandowski
- Original Message -
From: Wojciech Lewandowski lewandow...@ai.com.pl
To: OpenSceneGraph Users osg
Thanks, Robert
I tested the changes on Windows and NVidia GF 8800. osghadow -4 --lispsm
looked correct on my system. But I understand other systems may be
different.
I am curious if setting ShadowCamera-attach( COLOR_BUFFER, GL_RGB ) would
have the same effect as forcing COLOR_ATTACHMENT
Hi Mathias,
[..]. I noticed that when DEPTH_ATTACHMENT is not
forced, depth tests in Prerender fail and Cow.osg or Cessna.osg are
displayyed with holes. So it would be necccesary to test all examples
using FBOs and check if they require exlpicit setting of depth
attachments. Once examples are
Hi Felix,
Felix Heide wrote:
no one has an idea ?
Unfortunately, I don't have much to offer as I have no access to OSG
source currently. But my intuition tells me that your case was not
widely tested. I think you may have better chances when you setup your
RTT rendering as separate slave
Robert,
Thanks for the quick answers.
[..]
Do you approve such a plan of extending CullSettings masks for use with
DrawBuffer and ReadBuffer ?
I think this would be appropriate - i.e. to extend CullSettings to
default to inheriting the _readBuffer and _drawBuffer values, and on
setting
Hi Robert, hi J-S
I'll remind the conclusions of our discussion in case someone new to the
topic is interested:
(1) We agreed that we may now remove the code forcing attachment of
color/depth buffers to FBO when user had not attached such buffer. To relax
FBO requirements its neeccessary
, reading from the depth_tex
Cheers,
Wojtek
- Original Message -
From: Wojciech Lewandowski lewandow...@ai.com.pl
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, July 24, 2009 4:25 PM
Subject: Re: [osg-users] Frame rates vary dramatically across runs
Hi Robert
Hi Robert J-S,
Sorry if I am bit late with the answers. I have browsed the code to know
what we are talking about ;-)
[...] right thing to do would be to refactor
this code so it allowed the setting of the draw and read buffer values
directly even with the value is GL_NONE. As things stand
Hi Robert,
In terms of the existing RenderStage::_draw/_renderBuffers values,
this is currently set by the CullVisitor + SceneView, so rather than
being their for lazy state updating it's there as means of passing
values for high level set up to the lower level draw traversal so
would need to
Robert,
I'll try to do it.
Enjoy your vacations,
Wojtek
- Original Message -
From: Robert Osfield robert.osfi...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, July 27, 2009 4:37 PM
Subject: Re: [osg-users] Frame rates vary dramatically across
Hi Andreas,
DDS is flexible container format capable of storing 2D, 3D, Cube and Array
Textures (with or without mipmaps) in many pixel formats. Block compressed
pixel formats like DXTn, RGTC (3Dc) and LATC are supported. Of course I
don't know all existing image formats but I learned about
Hi Robert,
One problem that this change might introduce is that if users make not
explicitly specified both a depth and colour buffers in their Camera
settings, but instead have relied upon this behavior of RenderStage.
I think a solution could be adding default COLOR_BUFFER and DEPTH_BUFFER
Thanks Robert,
I think a solution could be adding default COLOR_BUFFER and DEPTH_BUFFER
attachments to FBO Cameras. They are not set currently and thus dirty
work
of setting them is done by RenderStage. If they were set by default in
Camera users could directly override or remove them.
If
Hi J-S,
Is this really needed? I know we don't want to break users' existing apps,
but in general, we should assume they know what they're doing right?
The solution above would mean that someone who knows what they're doing
would need to remove attachment(s) instead of adding just the ones
Hi Andreas,
First thanks for the quick response. You wrote:
DDS files are not compressed for file storage and they
don't require decompression which means they load quite
quicly. PNG and JPG require this.
If you say, DDS files are not compressed, the DXTn compression doesn't
matter,
Hi J-S,
We all agree. Lets make atachment selection explicit. My proposal was
just an rhetoric response (if I may say so;-) to rhetoric question Robert
asked.
OK, so who does it? :-)
Smart move. I can do this. But only if you take the evangelization part
;-)
If you have the time, I'd
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