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

2010-03-05 Thread Wojciech Lewandowski
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

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

2010-03-05 Thread Wojciech Lewandowski
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.

Re: [osg-users] RefactoringDatabasePagerNeedToRemovestringflaggingtechnique

2010-03-05 Thread Wojciech Lewandowski
- 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

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

2010-03-05 Thread Wojciech Lewandowski
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.

Re: [osg-users] automatic pixel transparency adjustment

2010-03-04 Thread Wojciech Lewandowski
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:

Re: [osg-users] automatic pixel transparency adjustment

2010-03-04 Thread Wojciech Lewandowski
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

Re: [osg-users] RefactoringDatabasePagerNeedToRemovestringflaggingtechnique

2010-03-03 Thread Wojciech Lewandowski
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

Re: [osg-users] osgCandidate::VirtualProgram performance

2010-02-15 Thread Wojciech Lewandowski
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.

[osg-users] Lets slowly update extension gl symbols to latest OpenGL specification with each submission.

2010-02-01 Thread Wojciech Lewandowski
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

Re: [osg-users] Lets slowly update extension gl symbols tolatestOpenGL specification with each submission.

2010-02-01 Thread Wojciech Lewandowski
-- 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

Re: [osg-users] Lets slowly update extension glsymbolstolatestOpenGL specification with each submission.

2010-02-01 Thread Wojciech Lewandowski
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

Re: [osg-users] uniform update question

2010-01-29 Thread 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

Re: [osg-users] uniform update question

2010-01-29 Thread Wojciech Lewandowski
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

Re: [osg-users] light lobes and shadow maps

2010-01-27 Thread Wojciech Lewandowski
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

Re: [osg-users] glsl mix

2010-01-24 Thread Wojciech Lewandowski
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.

Re: [osg-users] glsl mix

2010-01-24 Thread Wojciech Lewandowski
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

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Wojciech Lewandowski
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

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Wojciech Lewandowski
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

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Wojciech Lewandowski
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

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Wojciech Lewandowski
(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

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Wojciech Lewandowski
, 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

Re: [osg-users] light lobes and shadow maps

2010-01-14 Thread Wojciech Lewandowski
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

Re: [osg-users] RTT slave views and multi-threading

2010-01-13 Thread Wojciech Lewandowski
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

Re: [osg-users] Depth buffer for shadow mapping

2010-01-11 Thread Wojciech Lewandowski
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

Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Wojciech Lewandowski
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

Re: [osg-users] DDS uncompressed RGB(A) / BGR(A)

2009-12-30 Thread Wojciech Lewandowski
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

Re: [osg-users] osgShadow ECEF precision problems

2009-12-30 Thread Wojciech Lewandowski
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:

Re: [osg-users] DDS uncompressed RGB(A) / BGR(A)

2009-12-30 Thread Wojciech Lewandowski
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

Re: [osg-users] DDS uncompressed RGB(A) / BGR(A)

2009-12-30 Thread Wojciech Lewandowski
-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

Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Wojciech Lewandowski
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

Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Wojciech Lewandowski
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

Re: [osg-users] osgShadow ECEF precision problems

2009-12-29 Thread Wojciech Lewandowski
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.

Re: [osg-users] viewer loaded from dll not responsive to events

2009-12-21 Thread Wojciech Lewandowski
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.

Re: [osg-users] theading mode question

2009-12-17 Thread Wojciech Lewandowski
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

Re: [osg-users] osgShadows

2009-12-09 Thread Wojciech Lewandowski
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]

Re: [osg-users] osgShadows

2009-12-09 Thread Wojciech Lewandowski
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

Re: [osg-users] LISP Shadow Map and OverlayNode

2009-12-09 Thread Wojciech Lewandowski
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

Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-05 Thread Wojciech Lewandowski
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

Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-04 Thread Wojciech Lewandowski
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

Re: [osg-users] Refactoring DatabasePagerNeedToRemovestringflaggingtechnique

2009-11-24 Thread Wojciech 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

Re: [osg-users] Refactoring DatabasePager NeedToRemove stringflagging technique

2009-11-23 Thread Wojciech Lewandowski
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

Re: [osg-users] Refactoring DatabasePager NeedToRemovestringflagging technique

2009-11-23 Thread Wojciech Lewandowski
@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

Re: [osg-users] Refactoring DatabasePagerNeedToRemovestringflagging technique

2009-11-23 Thread Wojciech Lewandowski
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

Re: [osg-users] Refactoring DatabasePagerNeedToRemovestringflagging technique

2009-11-23 Thread Wojciech Lewandowski
, 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

Re: [osg-users] Shadows on two-sided polygons

2009-11-22 Thread Wojciech Lewandowski
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

Re: [osg-users] ShadowMap problem...

2009-11-20 Thread Wojciech Lewandowski
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

Re: [osg-users] Shadows on two-sided polygons

2009-11-20 Thread Wojciech Lewandowski
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

Re: [osg-users] Main branch MSFBO support change

2009-11-19 Thread Wojciech Lewandowski
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

Re: [osg-users] ShadowMap problem...

2009-11-19 Thread Wojciech Lewandowski
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.

Re: [osg-users] ShadowMap problem...

2009-11-12 Thread Wojciech Lewandowski
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

Re: [osg-users] osgShadow question

2009-11-11 Thread Wojciech Lewandowski
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

Re: [osg-users] osgShadow question

2009-11-11 Thread Wojciech Lewandowski
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

Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Wojciech Lewandowski
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

Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Wojciech Lewandowski
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

Re: [osg-users] LISPSM problem/question

2009-11-10 Thread Wojciech Lewandowski
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 /

Re: [osg-users] Databasepager + multiple views + different camerapositions = memory leak?

2009-11-04 Thread Wojciech Lewandowski
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

Re: [osg-users] Render to texture and Shadows

2009-11-03 Thread Wojciech Lewandowski
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

Re: [osg-users] Change to Optimizer OptimizationOptions

2009-11-03 Thread Wojciech Lewandowski
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

Re: [osg-users] Rotating models with respect toCoordinateSystemNode / EllipsoidModel

2009-11-02 Thread Wojciech Lewandowski
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

Re: [osg-users] Databasepager + multiple views + different camerapositions = memory leak?

2009-11-02 Thread Wojciech Lewandowski
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,

Re: [osg-users] Broken Textures in Recent OSG

2009-11-02 Thread Wojciech Lewandowski
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

Re: [osg-users] Opening a GL3 context on MS Windows

2009-10-30 Thread Wojciech Lewandowski
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

Re: [osg-users] Rotating models with respect toCoordinateSystemNode / EllipsoidModel

2009-10-29 Thread Wojciech Lewandowski
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.

Re: [osg-users] Rotating models with respect toCoordinateSystemNode/ EllipsoidModel

2009-10-29 Thread Wojciech Lewandowski
* 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

Re: [osg-users] Improving multisampled FBO

2009-10-27 Thread Wojciech Lewandowski
://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

Re: [osg-users] Improving multisampled FBO

2009-10-26 Thread Wojciech Lewandowski
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

Re: [osg-users] Improving multisampled FBO

2009-10-26 Thread Wojciech Lewandowski
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

Re: [osg-users] Improving multisampled FBO

2009-10-24 Thread Wojciech Lewandowski
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:

Re: [osg-users] Plane::intersect(BoundingBox box) buggy ?

2009-10-19 Thread Wojciech Lewandowski
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

Re: [osg-users] Can't assign more than 7 texture matrices

2009-10-18 Thread Wojciech Lewandowski
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

Re: [osg-users] Floating point image I/O in OSG

2009-10-13 Thread Wojciech 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).

Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn'twork)

2009-10-07 Thread Wojciech Lewandowski
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:

Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn'twork)

2009-10-07 Thread Wojciech Lewandowski
...@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

Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn'twork)

2009-10-06 Thread Wojciech Lewandowski
(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

Re: [osg-users] Improving multisampled FBO

2009-10-04 Thread Wojciech Lewandowski
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

Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn't work)

2009-10-04 Thread Wojciech Lewandowski
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

Re: [osg-users] Texture Wrapping Texture2DArray (Clamping doesn'twork)

2009-10-04 Thread Wojciech Lewandowski
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,

Re: [osg-users] Improving multisampled FBO

2009-10-03 Thread Wojciech Lewandowski
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...

Re: [osg-users] Improving multisampled FBO

2009-10-03 Thread Wojciech Lewandowski
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.

Re: [osg-users] GL_SCISSOR_TEST error

2009-09-10 Thread Wojciech Lewandowski
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

Re: [osg-users] GL_SCISSOR_TEST error

2009-09-10 Thread Wojciech Lewandowski
-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

Re: [osg-users] NULL Options passed to readImageFile()

2009-09-10 Thread Wojciech Lewandowski
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

Re: [osg-users] world space to screen space matrices understanding

2009-09-04 Thread Wojciech Lewandowski
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 =

Re: [osg-users] world space to screen space matrices understanding

2009-09-04 Thread Wojciech Lewandowski
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

Re: [osg-users] FBOs without color or depth attachments/DrawBuffer/ReadBuffer

2009-08-24 Thread Wojciech Lewandowski
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

Re: [osg-users] FBOs without color or depth attachments/DrawBuffer/ ReadBuffer

2009-08-21 Thread Wojciech Lewandowski
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

Re: [osg-users] FBOs without color or depth attachments /DrawBuffer/ ReadBuffer

2009-08-12 Thread Wojciech Lewandowski
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

Re: [osg-users] osgShadow and nested RTT-cams

2009-08-10 Thread Wojciech Lewandowski
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

Re: [osg-users] FBOs without color or depth attachments /DrawBuffer / ReadBuffer

2009-08-05 Thread Wojciech Lewandowski
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

[osg-users] FBOs without color or depth attachments / DrawBuffer / ReadBuffer

2009-08-04 Thread Wojciech Lewandowski
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

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-27 Thread Wojciech Lewandowski
, 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

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-27 Thread Wojciech Lewandowski
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

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-27 Thread Wojciech Lewandowski
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

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-27 Thread Wojciech Lewandowski
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

Re: [osg-users] question about available feature support for DirectDraw Surface

2009-07-24 Thread Wojciech Lewandowski
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

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Wojciech Lewandowski
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

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Wojciech Lewandowski
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

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Wojciech Lewandowski
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

Re: [osg-users] question about available feature support for DirectDraw Surface

2009-07-24 Thread Wojciech Lewandowski
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,

Re: [osg-users] Frame rates vary dramatically across runs

2009-07-24 Thread Wojciech Lewandowski
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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