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

2009-07-24 Thread Wojciech Lewandowski
Hi Robert, I've just has a look at your changed RenderStage. The changed code is below. Is there a reason why the #if !FORCE_COLOR_ATTACHMENT which disables the draw and read buffer is done after the FBO apply? I looks to me that one could simply have an #ifdef/#else. I do also wonder

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

2009-07-24 Thread Wojciech Lewandowski
I meant evangelism as spreading the word. In other words you do the PR for this modification. ;-) Wojtek - Original Message - From: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Friday, July 24, 2009 4:21 PM

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

2009-07-22 Thread Wojciech Lewandowski
Hi J-S, I think if it gives a verifiable gain (less video memory used for depth component RTT) then you can submit it. As you know, submission does not mean that you need to be confident that it does not break anything, it means that you are sending it for review. Robert will check it out, if

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

2009-07-22 Thread Wojciech Lewandowski
Hi J-S, Looking at the code, it seems like the same thing happens with the depth buffer, i.e. a depth attachment will be created if none is present. IMHO, a depth buffer is not mandatory - you could want to do an RTT pass on a single fullscreen quad, in which case you don't need depth and can

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

2009-07-22 Thread Wojciech Lewandowski
Hi , The code in osgUtil/RenderStage.cpp (as it stands now) automatically attaches a depth buffer if there is none, and a color buffer if there is none. Perhaps this code should be removed. If this causes problems to applications on some drivers/cards, I think it's up to the application to

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

2009-07-21 Thread Wojciech Lewandowski
Hi J-S and Michele, As I was summoned by shadow spell, I will drop my two cents in this discussion. Last time I checked OSG was also creating accompanying color buffer for the depth shadow map. Which usually multiplies GPU memory alocation by two (assuming RGBA is 32 bit and Z is 32 bit).

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

2009-07-21 Thread Wojciech Lewandowski
Hi, J-S Last time I checked OSG was also creating accompanying color buffer for the depth shadow map. Which usually multiplies GPU memory alocation by two (assuming RGBA is 32 bit and Z is 32 bit). Wow, isn't that a bug? It surprises me that no one has tried to fix that, it seems pretty

Re: [osg-users] osgShadow::ShadowedScene + multiple parental node paths

2009-07-21 Thread Wojciech Lewandowski
Daniel, Frankly, I have never thought about such usage. I must admit that LispSM was not prepared for such scenario. All ViewDependentShadowTechniques (LispSM included) make assumption that there is one technique per View. I suppose that even if you use the same ShadowTechnique object but

Re: [osg-users] Integrating shadows with osgOcean

2009-07-14 Thread Wojciech Lewandowski
Hi J-S, Looks to me more like texture/sampler conflict than texgen conflict. I think so because shadow on second pictutre looks like some text. I can discern letters e and K. Its a long shot but I have no other ideas. You may verify if its texgen issue by modifying shaders to display shadow

Re: [osg-users] Integrating shadows with osgOcean

2009-07-10 Thread Wojciech Lewandowski
Hi J-S, Scenario you described is quite common. My collegue had similar problem recently while mixing shadows with soem animation techniques. He was trying to come up with similar identification scheme. Simplest method I can think of: is modification of osgShadow:: LisPSM techniques and

Re: [osg-users] Integrating shadows with osgOcean

2009-07-10 Thread Wojciech Lewandowski
Hi J-S, I was sure you would answer my question :-) You got me. Say magic word shadow and I will crawl up from my den ;-) Simplest method I can think of: is modification of osgShadow:: LisPSM techniques and related to give well defined unique names to rtt cameras they create. Its maybe

Re: [osg-users] osgShadow question

2009-06-24 Thread Wojciech Lewandowski
Serge, I have no access to the code now. All techniques derived from osgShadow::ShadowMap share this limitation. If my memory serves me right they all ignore ReceivesShadowTraversalMask. But many tricks or graph rearangments were discussed earlier. For example look at this thread:

Re: [osg-users] how to deploy osg application

2009-06-10 Thread Wojciech Lewandowski
Alena, There are two versions of VS 2005. VS 2005 and VS 2005 SP1. The same with runtime redistributables. If you used VS 2005 SP1 make sure you have installed SP1 redist. Its unfortuante but MS makes them available in the packages named exactly the same. So its possible to install older one

Re: [osg-users] Multidisplay FBO performance

2009-06-09 Thread Wojciech Lewandowski
Hi Bryan, I have similar setup. 8800 GTS Windows XP 32 bit driver version. Drivers 185.85. Default (undefined USE_FBO) osgviewer cow.osg on two 1280x1024 screens runs at 600 hz. When graph stats are turned on (second 's' keypress) framerate drops to 60-70 hz. When running your modified

Re: [osg-users] How to apply LISPSM shadows to a scene withdifferent shaders - Part 3

2009-06-08 Thread Wojciech Lewandowski
Michael, Sorry I am not sure whats going on but it looks like forum/osgmail server abbreviates this link somehow. I checked what I sent and it looks like part of link is missing. I attach this link as text file. I hope it will work now. If text attachment gets mangled: Address is

Re: [osg-users] How to apply LISPSM shadows to a scene with differentshaders - Part 3

2009-06-04 Thread Wojciech Lewandowski
Miguel, I am not sure whats the problem. Shadows on the ground look ok. So the matrices must be ok as well. All I can notice is improper self shadowing on soldier models. If this is the case then look at following thread:

Re: [osg-users] How to apply LISPSM shadows to a scene with differentshaders - Part 3

2009-06-04 Thread Wojciech Lewandowski
to apply LISPSM shadows to a scene withdifferentshaders - Part 3 Wojciech Lewandowski lewandow...@... writes: Miguel, I am not sure whats the problem. Shadows on the ground look ok. So the matrices must be ok as well. All I can notice is improper self shadowing on soldier models

Re: [osg-users] Set fog in the canera StateSet

2009-06-02 Thread Wojciech Lewandowski
Hi Cristina, Take it with the grain of salt, as I am not completely sure if this is similar problem, but we saw a cases where some StateAttributes set in graph nested cameras did not work. Usually solution was adding a group to the camera and setup the stateset and scene there. Can you check

Re: [osg-users] View-dependent texture

2009-05-13 Thread Wojciech Lewandowski
Hi, Sounds like you should look at osgSim::OverlayNode. I believe that osgsimulation example shows how to use it. Cheers, Wojtek From: zhu liangxiong Sent: Thursday, May 14, 2009 8:41 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] View-dependent texture Hi all, I have a

Re: [osg-users] VirtualProgram - making programmable pipelinelessfixed

2009-05-12 Thread Wojciech Lewandowski
Message - From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, May 12, 2009 8:12 AM Subject: Re: [osg-users] VirtualProgram - making programmable pipelinelessfixed Hi Wojtek, On Mon, May 11, 2009 at 10:06 PM, Wojciech

Re: [osg-users] VirtualProgram - making programmablepipelinelessfixed

2009-05-12 Thread Wojciech Lewandowski
-users@lists.openscenegraph.org Sent: Tuesday, May 12, 2009 10:33 AM Subject: Re: [osg-users] VirtualProgram - making programmablepipelinelessfixed Hi Wojtek, On Tue, May 12, 2009 at 9:19 AM, Wojciech Lewandowski lewandow...@ai.com.pl wrote: Thanks, Robert, Well, I am happy with this simple

Re: [osg-users] VirtualProgram - making programmable pipeline less fixed

2009-05-11 Thread Wojciech Lewandowski
Thanks J-S, I am glad I have Your support. Honestly, I was counting on You ;-) I am not that fluent in English as I would like to be. Writing such posts usually take me much longer than in may native polish, I often realize that some ideas got lost in the midle of batlle with proper

Re: [osg-users] VirtualProgram - making programmable pipeline lessfixed

2009-05-11 Thread Wojciech Lewandowski
J-S, Robert, Maciej, Roland et al, Thanks for Warm welcome. If nothing interrupts me I will try tomorrow to add changes that Robert made and maybe will create more advanced example. Roland, you are right this was a rather simple example of VirtualProgram. In practice we employ it in bit more

Re: [osg-users] Build broken under Windows

2009-05-08 Thread Wojciech Lewandowski
Hi Guys, The fix seems to work but I had to add it myself as latest SVN trunk revision 10163 seems to not contain _mouseCursor( InheritCursor ) but _mouseCursor( 0 ) which still produces compilation error. Wojtek - Original Message - From: Serge Lages To:

Re: [osg-users] Build broken under Windows

2009-05-08 Thread Wojciech Lewandowski
I see that just added revision 10168 does the trick. Ignore my former post. Cheers. Wojtek - Original Message - From: Wojciech Lewandowski To: OpenSceneGraph Users Sent: Friday, May 08, 2009 2:28 PM Subject: Re: [osg-users] Build broken under Windows Hi Guys, The fix

Re: [osg-users] ViewDependentShadow and Lod

2009-05-05 Thread Wojciech Lewandowski
Hi Antonin, I am glad you had this sorted it out. You may try to replace shaders with yours. Its possible to set only fragment shaders and use fixed pipeline for vertices by setting MainVertexShader and ShadowVertexShader to NULL. Cheers, Wojtek - Original Message - From: Antonin

Re: [osg-users] The mystery of the Disappearing Texture....

2009-05-05 Thread Wojciech Lewandowski
Hi If its Windows and NVidia you may try changing MultiDisplay/mixed-GPU acceleration settings in NVidia 3D settings control panel. Wojtek - Original Message - From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday,

Re: [osg-users] ViewDependentShadow and Lod

2009-05-05 Thread Wojciech Lewandowski
*) geode-getDrawable(i)-getStateSet(); if(mat){ if(mat.getColorMode() == osg::Material::OFF) //no material off in my scene ... } } } } Wojciech Lewandowski a écrit : Hi Antonin, I am glad you had this sorted it out. You may try

Re: [osg-users] Shadows: Application crashing atviewer.renderingTraversals()

2009-05-04 Thread Wojciech Lewandowski
Hi Paul, I have never used composite viewer but I checked osgcompositeviewer example. Your example code looks suspicious because you add osgViewer::Viewer instances instead of osgViewer::Views . If it does not help then at least post a call stack trace. Or run your example in Visual Studio

Re: [osg-users] ViewDependentShadow and Lod

2009-04-29 Thread Wojciech Lewandowski
Hi Antonin, As far as I remember, ABSOLUTE_RF_INHERIT_VIEWPOINT reference frame for Shadow map camera is set in osgShadow::StandardShadowMap and should be inherited and used by all derived classes including DebugShadowMap, MinimalCull/DrawBounds and all three LispSM flavours. So it looks like

Re: [osg-users] osgShadow and model alpha textures

2009-04-08 Thread Wojciech Lewandowski
Bob, Its hard for me to imagine how one could get the effect of lightening instead of dimming. But maybe color material set in vertices (GL_COLOR_MATERIAL) may be involved somehow. This attribute is not handled by vertex shaders. But its handled by fixed pipeline.You may look at the shaders

Re: [osg-users] Big performance hit when using shadows

2009-03-25 Thread Wojciech Lewandowski
Hi Guys, I usually get half of the initial framerate with LISPSM DB shadows. DB variant does one extra pass (beyond shadow map pass) to prerender the scene and compute minimal shadow bounds.This may be the culprit in your case. Result of this phase, the image with depths recorded at some

Re: [osg-users] inverse shadows

2009-02-13 Thread Wojciech Lewandowski
Ben, Looks like back projection issue. If your light is spot light with cone 180 deg then it could be fixed by one of the tricks used to clip back projected textures (additional clip plane or special 1D texture). You should find a lot of stuff in the web that explain texgen projections and

Re: [osg-users] Bug : LightSpacePerspectiveShadowMapDB and cow.ive

2009-01-23 Thread Wojciech Lewandowski
Subject: Re: [osg-users] Bug : LightSpacePerspectiveShadowMapDB and cow.ive Wojciech Lewandowski wrote: Guys, Sorry if I offend anyone but I thought this should be obvious. Looks like only J-S got it ;-) So I now shout to make it clear: If you don't like Vertex shader I use you

Re: [osg-users] Bug : LightSpacePerspectiveShadowMapDB and cow.ive

2009-01-22 Thread Wojciech Lewandowski
Guys, Sorry if I offend anyone but I thought this should be obvious. Looks like only J-S got it ;-) So I now shout to make it clear: If you don't like Vertex shader I use you can easily turn it off and switch to Fragment shader only version. You can easily adopt approach where you have only

Re: [osg-users] Problem withdeletion ofDrawableDrawWithDepthShadowComparisonOffCallback

2009-01-20 Thread Wojciech Lewandowski
Roger, I am following your posts but unfortunately cannot find any strong suggestion to help. But I may offer two blind shots, maybe they bring some relief to your problem. 1: I have found that we accidentally created two independent classes with

Re: [osg-users] osgShadow compile problem with OSG 2.7.8

2009-01-14 Thread Wojciech Lewandowski
Hi Paul, Can anybody tell me why I have this osgShadow compile problem using OSG 2.7.8 when compiled using GCC 3.2.3? I think I had the same problem when I attempted to compile 2.7.7 as well.. I am not sure what is recommended solution for your case. Issue is probably related to usage of

Re: [osg-users] ShadowMap is wiping out ambient light

2008-12-12 Thread Wojciech Lewandowski
Hi Richard, If you don't mind using vertex shader then look at shaders defined in osgShadow::StandardShadowMap. But I understood that you actually don't want to use vertex shader and you keep fixed vertex pipeline (which is reasonble in many cases). Assuming that we have one light only (all

Re: [osg-users] FBO OpenGL Error with new nVidia Driver

2008-11-28 Thread Wojciech Lewandowski
Hi Kim, Im curious which OSG version you use ? Could this be that you have dual view setup ? Maybe you have the same error Marco Jez reported recently. You may try to change OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND and see if it helps. Cheers, Wojtek - Original Message

Re: [osg-users] pragma warnings disabled in headers

2008-11-25 Thread Wojciech Lewandowski
Hi Guys, I generally agree that suppressing these warnings is bad. Truth is if they were not disabled at the early days of OSG most of them would be not present today because authors would fix them in other way. And this poses a danger for the future. As along as we keep them disabled authors

Re: [osg-users] pragma warnings disabled in headers

2008-11-24 Thread Wojciech Lewandowski
Hi Robert, I have restored MSVC disabled warnings in osg/Export. Difference is they are now disabled only when OSG_DISABLE_MSVC_WARNINGS macro is defined. This macro is set through CMake options and autogenerated in osg/Config. Simon suggested that it would be cool if we had more control

Re: [osg-users] pragma warnings disabled in headers

2008-11-21 Thread Wojciech Lewandowski
wordy and while of dubious practical value would at least fix the warnings. Robert. On Fri, Nov 21, 2008 at 2:13 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Hi, Guys Unfortunately we don't always want or can use precompiled headers. Besides, argument about precompiled headers is double

Re: [osg-users] crashwithmultimonitormultithreadnVIDIAworkaroundenabled

2008-11-12 Thread Wojciech Lewandowski
Hi Robert, Could you one of your guys implement that original workaround as a runtime optional flag in GraphicsWindowWin32, with an env var settings it's default value. I'd suggest that this workaround is now to set off. I will see what I can do. Wojtek, do you know what driver version

Re: [osg-users] Many RTT cameras, strange out of memory errors on Linux

2008-11-11 Thread Wojciech Lewandowski
Hi, I wish I had some friends at NVidia. But unfortunately they not seem to treat me specially. I went through standard Bug report form on developer NVidia website. At least last time they let me know they repeated the bug and did something about it. 2 former cases when I sent reports were

Re: [osg-users] crash with multimonitor multithread nVIDIAworkaround enabled

2008-11-11 Thread Wojciech Lewandowski
Hi Marco, Its really weird. I am pretty much sure we have tested this with Vista x64, but maybe not the latest drivers. May I send you simpified OpenGL only repro I have sent to NVidia as a bug report ? I am curious if the crash will happen with it as well ? Cheers, Wojtek -Original

Re: [osg-users] crash with multimonitor multithreadnVIDIAworkaround enabled

2008-11-11 Thread Wojciech Lewandowski
Thanks, Marco. I will send this code tomorrow from my office. I don't have it at home. Cheers, Wojtek Hi Wojtek, Its really weird. I am pretty much sure we have tested this with Vista x64, but maybe not the latest drivers. May I send you simpified OpenGL only repro I have sent to

Re: [osg-users] osgShadow question (ATI related?)

2008-10-29 Thread Wojciech Lewandowski
Hi Rick, I am afraid you are on your own - I will not be able to help much. Shadow mapping issues could be really hard ;-( I would need to grab similar board, roll up the sleeves and start debuging. But I don't have the time nor access to such hardware. [..] When I just use StandardShadowMap

Re: [osg-users] osgShadow question (ATI related?)

2008-10-28 Thread Wojciech Lewandowski
Rick, I don't know how to help you with your particular problem. But I hope these 2 hints could be useful: I suppose it would be fairly simple to make similar adjustment for LisPSM as you did for ShadowMap. Texgen matrix for LispSM is set in MinimalDrawBoundShadowMap line 225. For safety you

Re: [osg-users] osgShadow question (ATI related?)

2008-10-28 Thread Wojciech Lewandowski
Hi Again Rick, Small errata: I forgot to add .cpp suffixes to the files I suggest to modify. So fixes should be done in MinimalDrawBoundShadowMap.cpp line 225 and StandardShadowMap.cpp line 753 Let us know if this helps, if it does, I will be smarter next time when this question appears again.

Re: [osg-users] Advice on interacting with osgShadow

2008-10-24 Thread Wojciech Lewandowski
David, I saw this. Maybe I'm being daft, but presumably this only helps when you have the SAME shader for the entire shadowed scene? I have a situation where the shadowed objects have a variety of different shaders. If I'm missing something obvious, my apologies. Thats true. But opposite

Re: [osg-users] Advice on interacting with osgShadow

2008-10-24 Thread Wojciech Lewandowski
Hi David, Btw. Shadow shaders are extremaly simple. Vertex shader simply performs texgen operation on stage 1 to produce shadow tex coords. Fragment shader simply performs texture from shadow map. So generally you may even hardcode these operation into your main shaders. In my company we use

Re: [osg-users] Advice on interacting with osgShadow

2008-10-23 Thread Wojciech Lewandowski
David, All classes belonging to ViewDependentShadow group derive shaders from StandardShadowMap. If you look at these shaders you will notice that they are split into main vertex and fragment shader and shadow vertex and fragment shader. Main shaders do nothing extraordinary they simply

Re: [osg-users] osgviewer framerate bug?

2008-10-22 Thread Wojciech Lewandowski
Hi Guys, Similar problem also existed on older NVidia drivers in Windows XP. Framerate was slowly degrading when stats were on.I wrote about this few months ago. Recent driver realeases do not cause this effect. Try latest 178.24 drivers if NVidia and Windows is you configuration. Cheers,

Re: [osg-users] Lispsm : Shader error, on ATI X1600 Mobile

2008-10-20 Thread Wojciech Lewandowski
Hi Adrian, These errors are weird. And it looks like GLSL compiler does not know what is gl_LightSource size ? I am puzzled because ite GLSL built in variable. I looked for web for this error. I have found a thread on gamedev.net.

Re: [osg-users] Advice on interacting with osgShadow

2008-10-17 Thread Wojciech Lewandowski
Hi J-S, Ok, then lets postpone any changes to the moment we hear additional requests from others. Once you managed to solve your blending issue this discussion seems purely academic. Lets wait for some practical problems to appear. I think this is actually best choice. With every piece we

Re: [osg-users] Simple sunlight shadow technqiue

2008-10-17 Thread Wojciech Lewandowski
Roger, I had similar dilemma at some point. I was thinking about overridding cull visitor but had problem how to substitute original cull visitor with my class in the middle of cull traversal. Finally I adopted other approach. Once Cull Visitor traverses the scene all drawbles land in render

Re: [osg-users] Advice on interacting with osgShadow

2008-10-17 Thread Wojciech Lewandowski
Hi J-S, Ok, then lets postpone any changes to the moment we hear additional requests from others. Once you managed to solve your blending issue this discussion seems purely academic. Lets wait for some practical problems to appear. I think this is actually best choice. With every piece we

Re: [osg-users] Advice on interacting with osgShadow

2008-10-16 Thread Wojciech Lewandowski
J-S and All, After a sleep I have taken another look at the subject and I would like to propose other approach: In general I doubt I will be able to foresee all types of problems and doubt I could add flags to suppress all responsible pieces of code. On the other hand all such problems could

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Wojciech Lewandowski
Hi David, J-S As usual, Great thanks to J-S for doing my work ;-) But I would like to clarify the blending issue you mentioned. In the case where the objects that are casting shadows have expensive fragment shaders, I would prefer to turn these shaders off so that we just get a quick depth

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Wojciech Lewandowski
Hi J-S, No, they won't be solid. As they are not solid in for trees drawn in island scene. But you have to use alpha ref. On the other hand if your transparency does not use alpha ref and sets Z-values it will still be solid even if color buffer would end transparent. Alpha ref? What's

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Wojciech Lewandowski
. * * ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski * Thanks to to my company http://www.ai.com.pl for allowing me free this work. */ #include osgShadow/StandardShadowMap #include osg/PolygonOffset #include osg/ComputeBoundsVisitor #include osgShadow/ShadowedScene #include osg/Geode #include

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Wojciech Lewandowski
Hi J-S, I have sent proposed tweaks for submission. I think your observations prove that AlphaFunc is activated by Transparent bin. IMHO safest way with dealing with AlphaFunc/AlphaTest is to activate it explicitly as a node state attribute whenever BLEND is activated or TransparentBin is

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Wojciech Lewandowski
Hi J-S, It looks like we are in sort of counter-phase.You convinced me to your arguments in the same time as I convinced you to mine ;-) However, I've confirmed that disabling the renderbin override is not necessary if I put an AlphaFunc on my root node, so I'd also be happy with the status

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Wojciech Lewandowski
J-S, I suppose that single overriden render bin with AlphaFunc/AlphaTest turned only when needed should be faster in theory. Other options turn AlphaFunce even when not needed. But in practice I doubt difference will be noticable. Even though you managed to activate AlphaFunc, I agree with

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Wojciech Lewandowski
J-S, I agree. I will make proposed changes and resubmit. I will do it tomorrow. Cheers, Wojtek -Original Message- From: Jean-Sébastien Guay [mailto:[EMAIL PROTECTED] Sent: Wednesday, October 15, 2008 10:21 PM To: [EMAIL PROTECTED]; OpenSceneGraph Users Subject: Re: [osg-users] Advice on

Re: [osg-users] Anyone got a copy of osgNV cvs source

2008-10-10 Thread Wojciech Lewandowski
Hi Roger, I think I have it somewhere on my machine at work. Fortunately for me and unfortunately for you, weekend has come and I may be able to get there and send this on monday. Let me know if you are still interested. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED]

Re: [osg-users] Near and far calculation and depth maps (and a questionabout WoWvx)

2008-10-07 Thread Wojciech Lewandowski
Chris, Please read following page, until final conclusion: http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html So if you have gone to the conclusion you should now understand why computeNearFar is added to OSG. It simply allows to better utilize depth buffer range. Compute NearFar

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Wojciech Lewandowski
Hi Guys, Nope, receivesShadowMask is generally ignored in ViewDependentShadows. Exception in MinimaDrawBoundsShadowMap but there it is used only to approximate shadow volume which is later additionaly refined. Problem is that implementing receiveShadowMask without messing with shaders/and

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Wojciech Lewandowski
J-S, Roger, I am writing for purely formal reasons. It would be rude to not anwser to your posts. But J-S actually said all I wanted to say. So I have nothing more to add. Thanks for discussion guys ;-) Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

Re: [osg-users] Lispsm / PSSM merge ?

2008-10-06 Thread Wojciech Lewandowski
Adrian, I am afraid I don't understand what you want to do. Could you provide bit more explicit explanation ? At higher level of abstraction using LispSM with PSSM should be possible but I am not that familiar with PSSM implementations to judge whether it is easy or difficult task to merge two

Re: [osg-users] Compile errors in SVN head shadow codewith floatmatrices

2008-10-06 Thread Wojciech Lewandowski
, Wojtek - Original Message - From: Roger James To: OpenSceneGraph Users Sent: Monday, October 06, 2008 12:05 PM Subject: Re: [osg-users] Compile errors in SVN head shadow codewith floatmatrices Robert Osfield wrote: On Sat, Oct 4, 2008 at 9:40 PM, Wojciech Lewandowski

Re: [osg-users] Compile errors in SVN headshadow codewith floatmatrices

2008-10-06 Thread Wojciech Lewandowski
-submissions about this. Roger Wojciech Lewandowski wrote: Thanks, Robert Roger, I have modified the code so that it explicitly uses Matrixd in problermatic cases. So in practice there are no compilation errors, but shadows are still computed using doubles. I would not risk using

Re: [osg-users] Lispsm / PSSM merge ?

2008-10-06 Thread Wojciech Lewandowski
[near_0, far_0][near_1=far_0,far_1] [far_1,...] [far_n-1,far_n = far_frustum] would this be easy to do? multiple shadow technic nodes in one scene to get such maps. /adrian 2008/10/6 Wojciech Lewandowski [EMAIL PROTECTED] Adrian, I am afraid I don't understand what you want

Re: [osg-users] Compile errors in SVN head shadow code with floatmatrices

2008-10-04 Thread Wojciech Lewandowski
Thanks, I will try to fix these. As soon as possible. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Roger James Sent: Saturday, October 04, 2008 9:34 PM To: OpenSceneGraph Users Subject: [osg-users] Compile errors in SVN head shadow code

Re: [osg-users] Bug in osgShadow::ShadowMap

2008-10-03 Thread Wojciech Lewandowski
Wojciech Lewandowski wrote: Hi Roger, During work on inclusion ViewDependentShadows into osgShadow I was dealing with similar problem. Certain architectures allow to use integer unifrom as gl_TexCoord index but others do not. After few different approaches I ended up with old school search

Re: [osg-users] osgPPU

2008-10-03 Thread Wojciech Lewandowski
Hi All, I once again checked operator precedence to be sure. == operator has higher precedence than bitwise . So it looks like parentheses are needed. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Bob Kuehne Sent: Friday, October 03, 2008

Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM)

2008-10-01 Thread Wojciech Lewandowski
sun light concept (user light) is not a good idea. i don't know. how can i force the algorithme to cull the light? 2008/9/30 Wojciech Lewandowski [EMAIL PROTECTED] Adrian, Does osgShadow::ShadowMap works in the same case ? I tried to mimic osgShadow::ShadowMap functionality. Both

Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM)

2008-09-30 Thread Wojciech Lewandowski
- Original Message - From: Wojciech Lewandowski To: OpenSceneGraph Users Sent: Monday, September 29, 2008 10:32 PM Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM) Hi Adrian, I will check it. Hopefully tomorrow (tuesday) Maybe I will be able to find what

Re: [osg-users] frame control and callback

2008-09-30 Thread Wojciech Lewandowski
Hi Matthieu, Try using --SingleThreded mode with your viewer. I once tried to do similar thing. Although in my case I was dumping color buffer.But very often I was reading wrong portion of the whole range. It turned out that default multithreading of OSG was runnig two frames concurently and

Re: [osg-users] [resolved] frame control and callback

2008-09-30 Thread Wojciech Lewandowski
:[EMAIL PROTECTED] De la part de Wojciech Lewandowski Envoyé : mardi 30 septembre 2008 16:27 À : OpenSceneGraph Users Objet : Re: [osg-users] frame control and callback Hi Matthieu, Try using --SingleThreded mode with your viewer. I once tried to do similar thing. Although in my

Re: [osg-users] LiSPSM and main camera nearFarRatio?

2008-09-29 Thread Wojciech Lewandowski
Hi J-S, I guess its related to my computation of clamped projection matrix. I need to compute this matrix myself as its not yet computed when I cull shadows. It is computed at the end of whole traversal. I copied clamping code from osgSim::OverlayNode. I guess that for this computation I may

Re: [osg-users] [osg-submissions] View Dependent Shadow maps(LispSM)

2008-09-29 Thread Wojciech Lewandowski
Hi Adrian, I will check it. Hopefully tomorrow (tuesday) Maybe I will be able to find what is wrong. Cheers, Wojtek [Wojciech Lewandowski] -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli OpenSceneGraph (3D) Sent: Saturday, September 27, 2008

Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM)

2008-09-24 Thread Wojciech Lewandowski
, 2008 10:17 AM Subject: Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM) Thanks, it doesn't solve my problem. i will have a look into the code as soon as i have some time left adrian 2008/9/24 Wojciech Lewandowski [EMAIL PROTECTED] Thank You, Adrian

[osg-users] Passing explicitly loaded model to DatabasePager for expiry management

2008-09-24 Thread Wojciech Lewandowski
Hi Everyone, I have quick question. We have added simple ReadCallback to osg::IntersectionVisitor to enforce loading of highest PAgedLODs from our terrain. We simply call osgDB::readNodeFile( PageLOD_file ). Intersection works, but it looks like these files are not stored in any cache nor they

Re: [osg-users] Passing explicitly loaded model to DatabasePagerfor expiry management

2008-09-24 Thread Wojciech Lewandowski
Thanks, You could use the osg::Registry object cache for the subgraphs you've loaded. Thanks, We will try to do this. We will call readNodeFile with CACHE_ALL in options. Cheers, Wojtek Robert. On Wed, Sep 24, 2008 at 11:45 AM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Hi Everyone

Re: [osg-users] Passing explicitly loaded model to DatabasePagerfor expiry management

2008-09-24 Thread Wojciech Lewandowski
expiry management On Wed, Sep 24, 2008 at 6:45 AM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Hi Everyone, I have quick question. We have added simple ReadCallback to osg::IntersectionVisitor to enforce loading of highest PAgedLODs from our terrain. We simply call osgDB

Re: [osg-users] [osg-submissions] View Dependent Shadow maps (LispSM)

2008-09-23 Thread Wojciech Lewandowski
Thank You, Adrian Lispsm classes derive all methods from StandardShadowMap MinimalShadowMap. StandardShadowMap has setLight method. I believe this is what you want. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli OpenSceneGraph

Re: [osg-users] How to apply shadows to a scene with different shaders- Part 2

2008-09-18 Thread Wojciech Lewandowski
Hi, As a propnent of IMPROVE_TEXGEN_PRECISION fix I feel I should make a response but I am not sure what your problems really are. Tweak in ShadowMap was related to the way OSG OpenGL computes final texture coordination matrix. I assume you have read OpenGL documentation and you know how

Re: [osg-users] Problems with multi-monitor and DrawThreadPerContext mode

2008-09-18 Thread Wojciech Lewandowski
Hi Serge, Try latest NVidia 177.92 beta drivers. They fixed my latest problems related to multithreaded use. Also may I suggest to stick to --SingleThreaded and --CullDrawThreadPerContext modes while testing ? If everything goes fine then try other threading modes. Default threading mode is

Re: [osg-users] Shadow Map

2008-09-03 Thread Wojciech Lewandowski
Hi Cedric, Interesting observations. In a sense ShadowMap technique forks cull traversal. One cull traversal build render bins to draw the scene on the screen the other traversal bulids render bins for shadow map camera. By removing a number of objects from this second traversal you should

Re: [osg-users] Shadow Map

2008-09-02 Thread Wojciech Lewandowski
Hi Guys, In my opinion other option is to put ShadowedScene as a subgraph. And add nodes not requiring shadows outside this subgraph. That way node mask is not neccessary at all and shadows won't be cast on these nodes. Wojtek Lewandowski Bonjour Cedric, It seems that shadow map technique

Re: [osg-users] Calling Wojciech Lewandowski - osgShadowimprovements(LiSPSM)

2008-07-17 Thread Wojciech Lewandowski
PM Subject: Re: [osg-users] Calling Wojciech Lewandowski - osgShadowimprovements(LiSPSM) On Thu, Jul 17, 2008 at 2:21 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: I think you should probably send your code in its current state to osg-submissions, that way Robert can keep track of it and it's

Re: [osg-users] Calling Wojciech Lewandowski - osgShadow improvements(LiSPSM)

2008-07-16 Thread Wojciech Lewandowski
already exists in osg). Cheers,Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Jean-Sebastien Guay Sent: Wednesday, July 16, 2008 8:51 PM To: OpenSceneGraph Users Subject: [osg-users] Calling Wojciech Lewandowski - osgShadow improvements(LiSPSM) Hello

Re: [osg-users] The growing draw bar in the stats handler

2008-07-10 Thread Wojciech Lewandowski
Hi Rick and Robert, I mentioned this problem few months ago. Happened on Windows XP and Vista. It seemed to dissapear with more recent NVidia drivers though (ver 169.xx and larger). I don't remember exactly but I think it was present only on dual monitors. Do you by any chance have dual view

Re: [osg-users] Weird driver problems?

2008-07-10 Thread Wojciech Lewandowski
Hi J-S, It looks bit like the issue I strrugled with. I am not sure if my workaround - repeating makeCurrent - was added before 2.4 release or after it. Certainly 2.2 is not safe. You may check if bool GraphicsWindowWin32::makeCurrentImplementation() looks like this: bool

Re: [osg-users] Weird driver problems?

2008-07-10 Thread Wojciech Lewandowski
Hi J-S, If you are 100 % sure it was windows Update, you may try System restore and see if it reverts the issue. Let me know if you find additional facts. Wojtek -Original Message- From: Jean-Sébastien Guay [mailto:[EMAIL PROTECTED] Sent: Thursday, July 10, 2008 9:32 PM To: [EMAIL

Re: [osg-users] Render To Texture attached Image do not support RGBA32 format, value clamped to 1!

2008-07-03 Thread Wojciech Lewandowski
Hi Hesicong, You could try seting Image::internalTextureFormat to GL_RGBA32F_ARB. When you attach image to RTT camera its FBO Renderbuffer format is selected based on this parameter. If your image had not set internalTextureFormat Render buffer should be standard 32bit RGBA. There was also

Re: [osg-users] Rendering to multiple graphics cards

2008-07-01 Thread Wojciech Lewandowski
be power related. I will try to arrange some heavy duty power supply and redo the tests again later this week. Anyway it looks like at this stage results are more promising than with XP and two different GeForces. Cheers, Wojtek - Original Message - From: Wojciech Lewandowski

Re: [osg-users] Rendering to multiple graphics cards

2008-06-30 Thread Wojciech Lewandowski
in the dwm.exe task (dynamic window manager), which appears to have an OSG rendering performance impact. Anyone have similar experience here, or other configuration suggestions? Thanks. Bob. -- Wojciech

Re: [osg-users] Rendering to multiple graphics cards

2008-06-30 Thread Wojciech Lewandowski
to arrange some heavy duty power supply and redo the tests again later this week. Anyway it looks like at this stage results are more promising than with XP and two different GeForces. Cheers, Wojtek - Original Message - From: Wojciech Lewandowski To: OpenSceneGraph Users Sent

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