a parameter that is modified on the fly suggest to
me that perhaps the high level code is at fault i.e. the Camera
attachments/FBO setup perhaps needs to be refactored slightly.
Robert.
On Thu, Jun 26, 2008 at 9:33 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Hi Robert,
I am not sure
Hi Robert,
So now imagine this case. I want to create texture with RGBA32F internal
format from an Image. I create image and set its internalTextureFormat to
RGBA32. To fill image data I call readPixels from frame buffer. Then I
create Texture from this image and surpirisngly end up with RGBA
Hi Robert,
I'm uneasy about changing the existing behaviour as we may well be
fixing one problem for one set of users, but introducing problems for
users that currently rely upon the existing behaviour.
As I had my doubts as well, I have asked if allocateImage or readPixels is a
better place
Thanks Robert,
Attached is Image.cpp modified to not update already set
_internalTextureFormat.
I haven't actually decided upon the merits of merging this yet though,
but it could at least be tested on this specific problem you guys are
seeing.
It does the trick. I put the breakpoint in the
Hi everyone,
Topic says it all. Is anyone using OSG on Windows with 2 or more graphics
boards and more than 3 monitors ? If yes what graphics ? Is this possible with
Linux ?
We got the question from upper level whether it would be possible
(theoretically) to drive 3 or more displays from one
Thanks, Unfortunately it looks like DirectX only. Seems that Matrox
TripleHead2Go gives similar effect in hardware spliter. I am loking for the 3
monitor output without aditional tricks.
Wojtek
- Original Message -
From: David Spilling
To: OpenSceneGraph Users
Sent:
Hi Bob,
Seems like you asked related question to mine. I would be very interested in
your results. I tried to run osgviewer on two graphics boards withour
success. But I was on XP and boards were different. I have not given up
completely, hoping that Vista or identical cards may work. Then I
Hi Robert J-S,
You are right. I confused TwinView with HorizontalSpan. Since I have XP this
option is available. But does not work either.
Thanks for feedback,
Wojtek
Hi Robert, Wojtek,
I recall a post for Jean-Sebastian Guay in the last couple of months
about Vista not supporting
Hi Robert,
I am not sure if you read the piece where I mentioned that
Image::allocateImage resets Image::internalTextureFormat to image pixel
format. Image::allocateImage is called from Image::readPixels. So calling
readPixels also changes internal format. This was the main culprit that
Hi Jan,
Thanks for the explanation. I also added to the mix confusing TwinView with
windows HorizontalSpan but it looks like we all were thinking about the same
functionality ;-)
A more common setup is to have two GPUs each driving two screens (not
SLI! That is something else!) and each of
Hi Robert,
I am not sure if this is a bug, but in my opinion Image::allocateImage
should not change internalTextureFormat or at least Image::readPixels
should
record and restore internalFromat after calling allocateImage.
I don't follow, are we talking about the the format in osg::Image or
Hi Bob,
We use osg on a dual dualcore opteron system running linux fc7 driving
an nVidia QuadroFX 4500x2 with four monitors attached. It works great.
[..]
I'll be happy to provide more specifics if you want.
Thanks for the info. Its all I need for now. I will ask for more, if we
decide
Hi Cedric,
If someone has some clue or advise to dig it
Sorry I had no time to look at the repro you created. I looked at your
earlier modified
prerender example though. I got curious and started to debug it I think I
found some additional important circumstances and workaround that my help
me a lot of imformation, i will dig it
Cedric
Wojciech Lewandowski wrote:
Hi Cedric,
If someone has some clue or advise to dig it
Sorry I had no time to look at the repro you created. I looked at your
earlier modified
prerender example though. I got curious and started to debug it I think I
for helping,
You give me a lot of imformation, i will dig it
Cedric
Wojciech Lewandowski wrote:
Hi Cedric,
If someone has some clue or advise to dig it
Sorry I had no time to look at the repro you created. I looked at your
earlier modified
prerender example though. I got curious and started to debug
Hi Mathieu,
Good ;-).
Regarding your question, I am no sure what can be an issue now. Maybe if I saw
your shader it could be simpler ;-)
I will try to guess then.
If you use vertex shader then you need to replicate texgen computations. Once
again I recommend Emulating OpenGL functionality
Hi Mathieu,
Sorry I don't have the time to compile and test your code, but I saw the
screenshot and it looks like your depth texture gets rendered and applied to
the object. What you may need to do is to make sure you set up RTT camera
transform exactly as main camera transforms, and texture
Hi,
I also saw similar issues when OSG libs built with VS 7.x were linked with
example code built with VS 2005. Some STL containers changed its structure
and member memory layout between these two versions of IDE.
Chhers,
Wojtek
-Original Message-
From: Posch, Stephan [mailto:[EMAIL
Hi Eric,
I have a camera drawback and have some legacy OpenGL code that needs
to know the size of the viewport. I've tried various combinations of
Viewer-GetCamera() in the main. And the callback class does not seem
to have anything that can get to the viewport.
I suppose it did not work
Hi Yefei,
I just noticed your post. Robert told you everything. You may try
duplicating of wglMakeCurrent.
But I doubt this is the same issue if Producer really runs in SingleThreaded
mode. You may check this with VS Debugger. See menu Debug / Windows /
Threads panel. SingleThreaded app
Hi Adrian,
Alors, OSG take same way?
who could support me ?
Count me in. More difficult question is how much of my time I may devote.
Unfortunately I am not sure if I can offer some help in June. Maybe its more
probable in July. But certainly I am interested in helping in this effort.
how long it might be to a
fix... so I'm tempted to merge your workaround.
Thoughts?
Robert.
On Mon, May 12, 2008 at 1:28 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Hi again,
I have modified GraphicsWindowWin32::makeCurrentImplementation method.
Code
attached. This modification solves
Hi Endre,
Yep, sounds like the case I traced. You may try my workaround
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/27702/focus=
27807. Yesterday I got a confirmation from NVidia they verified the bug and
opened it for fixing.
Cheers,
Wojtek
-Original Message-
From:
Ben and Robert,
I tried to avoid this discussion beacuse I am just leaving and will be back on
monday, but this topic is also on my agenda, so I decided to join. I will be
responding on monday.
Ben, the change you did in practice equals to simply removing the line setting
mbient to 0.
guess my posts are so lenghty you may have not read it till the
end ;-). I certainly understand that you are terribly busy ;-).
Cheers,
Wojtek
On Thu, May 22, 2008 at 12:05 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Ben and Robert,
I tried to avoid this discussion beacuse I am just
Adrian,
Do you remember my suggestion that changing DataVariance might help ?
In certain threading modes osgUtil::Renderer uses 2 SceneViews to cull and
render 2 consecutive frames concurently. Robert used to call it
doublebuffering, first of these SceneViews culls and renders odd frames and
Hi Ben,
For most typical scenario where all parts of the graph cast shadow
and can receive shadow, Cast and /Receive masks should be left at
default 0x setting.
I fear this is not typical. Due to the scale limitations of osgShadow, i
suspect that 'most' scenarios involve enabling
Hi Adrian,
I did a test of recent code. Biggest issue, in my opinion, flickering in scene
-3 still remains. Shadows with chess.ive indeed look correct, exactly like in
the movie you linked. But scene -3 show serious flickering problem. Quite often
bottom square gets autoshadowed. Various
Hi J-S and Adrian,
You may say I have some sort of sick fixation but please try lastest code
Adrian sent using this command:
osgshadow -3 --no-base-texture --pssm --screen 0 --SingleThreaded
and
osgshadow -3 --no-base-texture --pssm --screen 0 --DrawThreadPerContext
Do you see the
Hi Ben,
I fear that also means, in the second question below, that the CastsShadow
bit _does_ need to be set for every parent along the nodepath. Otherwise,
a visitor recursive descent of the scene graph will quit as soon as it
encounters any node, like a Group or LOD, that does not have the
technic ?
adrian
2008/5/15 Wojciech Lewandowski [EMAIL PROTECTED]:
Ben,
I promised to answer some of your questions today. Some time ago I was
studying SoftShadowMap code and I had the feeling that I understood it. But
today when I tried to look at this again to find the answers
urgent
work to do first ;-)
Cheers,
Wojtek
-
From: Wojciech Lewandowski
Sent: Tuesday, May 13, 2008 12:35 PM
Hi Ben, J-S, and All,
I have recently fixed SSM debuging HUD. Its now functional. I think this
is quite useful option that is worth some presentation to wider audience.
What
Hi J-S,
I am bit surprised to see my name called out. Of course its a pleasure
and I
am ready to help but I am not an author of any technique. I took part in
many discussions and sent few fixes for SSM.
You also mentioned you were working on a LiSPSM implementation! Any news
on that? :-)
Ben,
I promised to answer some of your questions today. Some time ago I was
studying SoftShadowMap code and I had the feeling that I understood it. But
today when I tried to look at this again to find the answers for your
questions about jitter scale and softness width I realized I am not so sure
, 2008 at 2:16 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Problem could be relaxed when wglMakeCurrent gets called before
each
frame
rendering. I noticed that artifacts appeared when wglMakeCurrent
was
called
only once while worker rendering thread
Hi Gordon,
Maybe we should add a MessageBox with Your suggestions at the startup of
MFCexample ;-) Maybe it would end up those posts ?
Cheers,
Wojtek
See http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=1027
Also check out http://www.catb.org/~esr/faqs/smart-questions.html and the
I simply mean a test against the driver version, one could come up
with a who sets of tests that
try to isolate when this double make current is applied. Automatic in
as much as its a test that is
done within GraphicsWindowWin32 methods rather than something manually
invoked by the user.
I may
Robert,
GraphicsWindowWin32 only exists under Windows, and given that make
current is so rarely called
and calling it twice with the same value won't break anything I'd
suggest we just integrate your
hack without any extra checks. As I mentioned before the extra checks
could well introduce
Thanks J-S,
So I'd suggest merge your change as is. I was hoping for a bit more
feedback from other Windows
users before merging though...
You just needed to ask... ;) I tried the change to GraphicsWindowWin32
with the modified osgprerender example, here at work (Vista 32bit, VS2005,
Hi Robert,
The solution is either to add a block that prevents the first frame
from commencing till all the CompileOperations have been complete, or
to move the compile into the osgViewer::Renderer::draw()
implementation, so the compile is done after cull, but before the
first draw(). The
,
On Sat, May 10, 2008 at 4:23 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Realize in Producer::Viewer was usually explicitly called before entering
update/event/cull/render loop. osgViewer::Viewer::Realize can still be
called by user before main loop. I believe this makes first solution
not happen always).
I hope this test is reproducible at your site ;-)
I am going home now, will be back tomorrow.
Cheers,
Wojtek Lewandowski
Hi Wojtek,
On Thu, Apr 24, 2008 at 3:10 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
I will try to create a simpler example that clearly shows
Hi J-S,
Wow, nice sleuthing Mr. Holmes :-) Any chance you could devise a patch we
could test, and see if it has a large adverse impact on performance?
Thanks. I will see what I can do. It might be a bit difficult because OSG
precompiles display lists on a first frame. I suspect that OpenGL
for
whom this is relevant by posting on osg-users. I am certainly far from
proposing fixes at this moment.
Wojtek
Hi Wojciech,
On Fri, May 9, 2008 at 2:16 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Problem could be relaxed when wglMakeCurrent gets called before each
frame
rendering
Thanks, a lot
Red frame should never happen. I change flag color to red at the begining of
update callback and change it to green at the end of this callback. You have
seen red then you just confirmed that there is a bug in OSG or OpenThreads.
And update callback might get called at the same
Thanks for testing Everyone.
This shows that problem is wider and not limited to windows. It looks like
GL objects visitor in Renderer thread started by Viewer:: Realize may ovelap
with first updateTraversal. I guess its turn for Robert move ;-)
Cheers,
Wojtek Lewandowski
much! That was exactly what I was looking for.
Cheers
Karl
On Fri, Apr 25, 2008 at 9:10 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Hi Guys,
I am succesfully using following method for getting View cameras:
cullVisitor.getRenderStage()-getCamera()
To get
Hi Guys,
I am succesfully using following method for getting View cameras:
cullVisitor.getRenderStage()-getCamera()
To get most recent graph nested camera that cull visitor passed I use:
cullVisitor.getCurrentRenderBin()-getStage()-getCamera()
There is a catch when adding
Congratulations, Robert
Wojtek
P.S I am amazed how you manage to move OSG forward at such a rapid pace and
be constantly present on this forum providing help and guidance.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi Paul,
Hi,Just a small one -
Are the gl_EyePlanes automatically setup when calling
texgen-setPlanesFromMatrix(...)?
I'm trying to replicate simple Projective texturing using glsl.
I am not sure what you mean by automatically... It will be applied to OpenGL
in draw phase.
When used with
Hi Robert,
What issues were you seeing at your end? Also how did you monitor the
race condition?
Did problems still occur after you added the DataVariance setting?
I have some time now, and I decided to investigate what is the context of
these Windows/multimonitor/multithread/FBO crashes.
tomorrow.
Cheers,
Wojtek Lewandowski
Hi Wojtek,
On Thu, Apr 24, 2008 at 3:10 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
I will try to create a simpler example that clearly shows the issue. I
hope
this issue its not Windows only and you will be able to repeat it.
Thanks for pursuing
Hi Steve,
On the other hand, you don't have to write a visitor, if you know the node was
only once added to the graph.
Simply use getParent( 0 ) method to obtain node parent. Eg:
node-getParent(0)-removeChild( node );
One may be tempted to call removeParent( 0 ) and expect that parent
Hi J-S,
I am not sure whether its related or not. We once observed the case when osg
uniforms (like osg_ViewMatrixInverse) were not applied by graph nested
cameras. I don't recall what exactly was going there. We forced this apply
by adding osg_ViewMatrixInverse to nested camera stateset.
Fractals ?
Wojtek ;-)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of
Jean-Sebastien Guay
Sent: Thursday, April 17, 2008 8:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Cyclic graphs?!
Hi Art,
However let us think on something like extended
Hi Guys,
One multithreaded issue I am aware of is osgShadow::ShadowMap::cull method.
Its definitely not thread safe. It has no critical section locks. I can
imagine a scenario when two views cull threads execute concurrently and mess
up _texgen matrix. Other similar scenarios are also possible I
Hi Oliver,
I have read your email. And, I too, have no idea what might be wrong. I bet its
something beyond the code excerpt you had given. My only guess is that scene is
somehow added to second camera. Do you clone this second hud camera from main
camera maybe ? Could this be possible that
Studio 2005 Pro SP1
On Fri, Apr 4, 2008 at 3:36 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Hi,
We did it several months ago. We keep the project untouched from then. As
far as I remember one needs to clear cmake cache and select VC 200x 64-bit
from target build dialog. You may need
Message -
From: Wojciech Lewandowski [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Thursday, April 03, 2008 9:13 PM
Subject: Re: [osg-users] Problem with multi monitor with NVIDIA card
J-S and Collin,
Thanks. Thats IS something ! I have not realized
Hi J-S,
Thanks for emphasizing the suggesttion about Vista greatness ;-P. Sometimes
the truth is obvious for the author but dumb readers still don't get it ;-)
For me FBOs not working with multi monitor / multi threading was real show
stopper. I wanted to proceed with view dependent shadow
Hi J-S,
Actually I did not intend to show such level of fundamentalism ;-) I only
spoke about Vista greatness in comparison to XP ;-).
Btw:. we also use both Linuxes and Windows. But visualization is mostly done
on Windows.
Cheers,
Wojtek
- Original Message -
From: Jean-Sébastien
Hi,
Thats the problem I described yesterday as complete garbage in my NVIDIA /
Windows / multi monitor / mulit threaded post. Will not appear in single
screen mode or single threaded. Run examples with --SingleThreaded option to
test it. All recent 169.xx and 174.47 show the same issue.
Björn,
You said in your post that you had switched to OSG 2.3.7. Does it mean that
your ealier OSG version was OK on this drivers (169.21) ? What version it
was ?
Wojtek
- Original Message -
From: Wojciech Lewandowski [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users
Hi Robert,
If there is someone to blame its probably the drivers first, second the OSG and
its users for doing graphics in very nonstandard way. What game works on multi
monitors, multithreaded and in OpenGL ? One must be crazy to do things like
this ;-)
But seriously I see some hope. Looks
J-S and Collin,
Thanks. Thats IS something ! I have not realized till now that the OS is the
difference. You earlier mentioned that you had both XP and Vista. But thats
really cool that Vista work for you. I did the tests on Vista 64 but it
looks like I got it wrong or only Vista 32 is so
Hi Tobias,
What graphics board and what driver revision ?
Do you know what threading model you have selected ? If its standard osg viewer
try running with --SingleThreaded option and see if it helps.
I was investigating some Windows / NVidia / multi-monitor / multi-threading
problems recently
Hi All,
Few threads touched the same subject recently so I decided to share my
observations and maybe provoke some discussion on the problem. Maybe together
we can get it fixed. I said got it fixed because I am afraid that it might be
difficult without driver changes.
Problems are related to
not have this problem.
-Paul
Wojciech Lewandowski wrote:
Hi All,
Few threads touched the same subject recently so I decided to share
my observations and maybe provoke some discussion on the problem. Maybe
together we can get it fixed. I said got it fixed because I am afraid
that it might
I tried to compile it and link on Windows with latest SVN. Compiled and
linked fine.I ran osg prerender and shadow exmples with fbo. Again no
problems. But frankly haven't tested MRT functionality at all.
Cheers,
Wojtek
- Original Message -
From: J.P. Delport [EMAIL PROTECTED]
To:
Hi Marco,
Since I am currently struggling with Windows/ OSG FBO / multi monitor /
mutlti threaded problems here are my 2 cents:
Have you tested with --SingleThreaded option ? In my configuration
multithreaded configs usually eat more RAM. However its not twice as in
SingleThreaded.
I have
Ooops, I did not notice you have your own Viewer. Sorry for the noise.
Cheers,
Wojtek
- Original Message -
From: Marco Jez [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, March 31, 2008 5:45 PM
Subject: Re: [osg-users] Performance drop
Hi,
Whats the difference in coord generation (in practice) between TexGenNode and
Group with TexGen attribute. Suppose I have the same subgraph attached to
either such TexGenNode or such Group with TexGen. In both cases TexGens are eye
linear and use the same texture stage.
I expected them to
have to
anchor in space using a special node, osg::LightSource, osg::ClipLane
and osg::TexGenNode all exist for this purpose.
Robert.
On Thu, Mar 27, 2008 at 9:16 AM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Hi,
Whats the difference in coord generation (in practice) between TexGenNode
J-S,
I have found few minutes to do the test again at work. Only thing I changed
was the drivers. I went back to antique 94.24 version.
Test WORKS with these drivers.
Only case when it fails is when I run on two monitors. But two monitor
issues are even worse than multithreading issues and
Hi Robert,
In the early days of osgShadow it certainly wasn't thread safe. This
is why the SingleThreaded option is there.
Now I haven't recently reviewed all the osgShadow implemententations
too see if they are thread safe so can't confirm if we can safely do
it yet.
If you admit it was
Hi J-S,
I bet that historically osgshadow had SingleThreading initialized for the
reason Robert mentioned. But notice that it was also possible to change it
by command arguments.
Then osgViewer got the argument parser and started to initilize threading
model. But this functionality was being
Hi, Robert
Fourth method looks good to me.
I have difficulties in imagining the situation when one calls
setAttribute( SOME_NON_DEFAULT_VALUE ) and does not change inheritance mask.
It does not make much sense to me, because not setting mask does effectively
ignore the attribute.
On the
- Original Message -
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Wednesday, March 19, 2008 2:20 PM
Subject: Re: [osg-users] osgShadow example and gerneral question
Hi Wojteck,
On Wed, Mar 19, 2008 at 11:20 AM, Wojciech Lewandowski
Wojciech Lewandowski wrote:
Robert,
I understand. As I earlier said, I did not mean to push it. In fact I
have
sent my post in just the same time I received your post that you already
implented option #4. I would not do this if the timing was different ;-)
I
am OK with your current
of the inherited state comes down into the
local Camera, or we override the defaults locally. I'd suggest we
change the defaults locally and review the defaults in light of how
many changes we make.
Robert.
On Tue, Mar 18, 2008 at 9:18 AM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Hi Robert,
I
Hi Robert,
In other words from now when we want a fixed projection matrix we need
to
make two calls:
camera-setComputeNearFarMode( osg::Camera::DO_NOT_COMPUTE_NEAR_FAR );
camera-setInheritanceMask( camera-getInheritanceMask()
~osg::Camera::COMPUTE_NEAR_FAR_MODE );
If we don't
@lists.openscenegraph.org
Sent: Tuesday, March 18, 2008 3:37 PM
Subject: Re: [osg-users] osgShadow example and gerneral question
On Tue, Mar 18, 2008 at 2:18 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Items like back ground colour is certainly something that can be
useful to inherit
Thanks for the changes,
W.r.t. question you asked earlier I would vote for option #3. Ie:
CullSettings::setComputeNearFarMode( mode, bool disableInheritance=true);
CullSettings::setCullMask( mode, bool disableInheritance=true);
et cetera.
I remember I had once a problem with not working
Hi Robert and All,
I am back from vacations. Ready to take the responsibility for my changes in
osgShadow::ShadowMap ;-). Does the problem Adrian refers happen only with
PSSM or standard ShadowMap as well ? Its not obvious from forum emails and I
am unable to replicate it with standard
Robert,
I replicated the problem with osgShadow::ShadowMap. I will try to find the
cause...
Cheers,
Wojtek
- Original Message -
From: Wojciech Lewandowski [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, March 17, 2008 11:57 AM
Subject: Re
, 2008 1:01 PM
To: [EMAIL PROTECTED]; OpenSceneGraph Users
Subject: Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ...
whowins?
On Fri, Feb 29, 2008 at 9:18 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
I noticed a typo in const getter function for InitialCallback. Method is
named
...
whowins?
On Sat, Mar 1, 2008 at 12:31 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
I just have sent a fix for heavier issue. New
Camera:DrawCalback::operator()( RenderInfo ) needs to be exported in
Windows. Otherwise windows app using Camera::DrawCallbacks would not
link.
Yes
Hi Robert,
I'll be doing some merges this morning and once this done will spend a
bit of time reflecting on this issue.
Thank You, I don't opt for any specific solution. Anything what gives a
method to grab current State object will help. I gues Justin will say the
same if he would able to
Sounds like default Light Model ambient Look at OpenGL docs for
glLightModel GL_LIGHT_MODEL_AMBIENT.
Cheers,
Wojtek
- Original Message -
From: Necdet Can Atesman [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Sent: Friday, February 29, 2008 1:10 AM
Subject: [osg-users]
Thanks, Robert. I think I will be also happy with this solution ;-). I will
be leaving for two weeks soon so will not have the chance to test now it but
I will do this when I am back.
I noticed a typo in const getter function for InitialCallback. Method is
named getUnitialDrawCallback.
Cheers,
will send proper submission.
Cheers,
Wojtek
- Original Message -
From: Wojciech Lewandowski [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, February 26, 2008 9:28 PM
Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
Hi Justin,
Look at void osgUtil::RenderStage::draw(osg::RenderInfo
renderInfo,RenderLeaf* previous) method.(Line 825 in currnt SVN
src/osgUtil/RenderStage.cpp). Its all there.
1: Prerender cameras add Prerender stages. Prerender stages are drawn first.
Line 833:
Of Wojciech
Lewandowski
Sent: Thursday, February 28, 2008 9:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ...
whowins?
Hi Justin,
Look at void osgUtil::RenderStage::draw(osg::RenderInfo
renderInfo,RenderLeaf* previous) method.(Line 825 in currnt
Hello everyone,
I have following problem: Shadow Mapping - so called duelling frusta case ie
light direction opposite to view direction. Objects drawn into Shadow Map also
contain LOD nodes. When rendering shadow map LODs are drawn based on distance
computed from shadow camera. But this is
Hi J-S,
I am not sure what is the difference between EyePoint and ViewPoint but
really hope that EyePoint/ViewPoint duo was introduced for problems like
mine. If I only knew how to use them to my advantage ;-)
Cheers,
Wojtek
- Original Message -
From: Jean-Sébastien Guay [EMAIL
Hi Paul,
Ideally, you would want the shadow caster's LOD to be selected based on
the
distance between the eyepoint and the shadow receiver, wouldn't you?
Actually I would like it to be based on the distance from eyepoint to Shadow
Caster (measured in main camera view space). If its based on
Hi Brian,
It looks like you'll need to create a custom cull visitor that stores the
desired eye point and overrides the CullVisitor::getViewPoint method to
return the stored eye point instead of the CullStack view point.
Thats sounds like it something I might be able to do ;-). Do you know if
- mogumbo 'at' gmail.com
www.reallyslick.com | www.mogumbo.com
Message: 5
Date: Tue, 26 Feb 2008 15:18:13 +0100
From: Wojciech Lewandowski [EMAIL PROTECTED]
Subject: [osg-users] Problem to consider: Shadow maps and LOD
computation
To: osg-users@lists.openscenegraph.org
Message-ID
[EMAIL PROTECTED] wrote: -
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Wojciech Lewandowski [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 02/26/2008 12:15PM
Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
computation
Hi Brian
, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Thanks,
I am looking for some tool that will cut portions of OSGDEM/VPB terrain
tile
meshes for airport models as a terrain postprocessing step.
I thought TDS is aimed at run time terrain modifications - like making
explosion craters or digging
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