- Original Message -
From: Wojciech Lewandowski
To: OpenSceneGraph Users
Sent: Friday, February 15, 2008 2:42 PM
Subject: Re: [osg-users] Framerate vs stats?
Thanks Serge,
I have to withdraw my claim. Your mail gave me something to think and I
checked whether problem exists
Hi J-S,
Thank you Wojtek, I'll check that out! I'm really very grateful to you
for contributing this. I've been banging my head on this and we're still
on OSG 2.2 here so I didn't think of going to see in the new additions
if there was something that would help me out.
You're welcome. I
Hi J-S,
This is the part I'm having trouble with. I actually don't mind using
the scene bound I get with the ComputeBoundingBoxVisitor, but getting a
usable camera frustum (both for main and light cameras) and then
intersecting those is the hard part for me. Any tips there? How do you
create the
be avaible for the osg community, new shadow
implementation ?
2008/2/11, Wojciech Lewandowski [EMAIL PROTECTED]:
I implemented Trapezoidal and LiSpPSM. Actually most of the time was spent
on algorithms finding minimal shadowed scene bounds under OSG. It was a key
to good shadow
Hi,
I developed two methods to compute convex hull of visible scene portion:
A: one based on cull stage
I scan render leaves generated by main camera cull traversal and compute
minimal convex hull around them
B: second based on draw stage
I prerender the scene to small resolution depth
I implemented Trapezoidal and LiSpPSM. Actually most of the time was spent
on algorithms finding minimal shadowed scene bounds under OSG. It was a key
to good shadow mapping results. I will try to contribute LispSM when I am
done with all the issues.
Cheers,
Wojtek
-Original Message-
Hi,
ShadowMap::cull invokes culls traversal for both main camera
(ShadowReceiving) graph shadow camera (ShadowCasting) graphs. So if you
block whole cull on ShadowMap level - it won't draw the scene as well. The
trick is to block only the portion that culls ShadowCasting graph.
See the
I have spent couple months banging my head against the wall, implementing
perspective shadow mapping algortihms and that is the only rason I know how
osgShadow::ShadowMap works ;-).
Wojtek
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of
Jean-Sebastien Guay
like this was already
done.
Cheers,
Wojtek Lewandowski
Wojciech Lewandowski a écrit :
Hi everyone,
Does VPB (or OSGDEM) allow to make holes in the terrain mesh for high
fidelity vector models ?
If not, maybe you can offer some suggestions how to do it ?
Thanks in advance,
Wojtek
/OSGDEM
terrain.Possible ?
Have you looked at osgTDS
http://www.andesengineering.com/Projects/TDS/
Brian
On Feb 8, 2008 6:16 AM, Wojciech Lewandowski [EMAIL PROTECTED]
wrote:
Hi everyone,
Does VPB (or OSGDEM) allow to make holes in the terrain mesh for high
fidelity vector models
Hi Robert,
I am struggling with building decent ShadowMapping approach for flight sim
application. Due to performance requirements I am hesistant to use multipass
PSSM and I am trying to implement (one extra pass only) some kind of
perspective shadow mapping derived algorithm. I went through
.
As I'm so short on time I can't really dive any deeper than this, good luck,
Robert.
On Jan 26, 2008 12:37 PM, Wojciech Lewandowski [EMAIL PROTECTED]
wrote:
Hi Robert,
I am struggling with building decent ShadowMapping approach for flight sim
application. Due to performance requirements I am
Hi,
We have one 64bit setup in our company. It was not used for few months, but
in the summer we we built couple osg releases using it. In that time, it was
just a matter of selecting target 64 bit VS environment, when Cmake was run
for the very first time in OSG directory. This selection is also
I haven't suggested that it won't work with osgProducer. I said that your
poroblem ie ShadowMap init not being called by Update Traversal may be
caused by some differences beetween osgViewer and osgProducer viewers. I
would not go that far to say that osgProducer is to blame. But osgShadow
example
For tests, you may derive your ShadowMap from osgShadow::ShadowMap, override
init and cull methods. In this way you will be able to check if init was
called. Of course I have not tested it but the code should look more or less
like this:
#include cassert
class MyShadowMap: public
Hi,
I believe that receivesShadowTraversalMask is used somewhere in
ShadowedScene code to initialize NodeMask for traversals. Its common code
for all techniques. Check ShadowedScene or ShadowedTechnique. Its must be
there.
Cheers,
Wojtek
-Original Message-
From: [EMAIL PROTECTED]
Hi,
I asked similar question some time ago. In the meantime I figured it out
myself. You don't need to add light to shadowed scene nor it does not need
to be present in fixed location in viewer scene hierarchy. I assume of
course that you have at lest one light somewhere in hierarchy. In case
Hi,
o OVERRIDE is effectively an instruction to ignore an
attempts of StateSet below it to set RenderBin's.
Understood. Can you give me an example of why someone would want to do
this?
Pardon me, to step into this discussion but I think I have a situation where
renderBin override could
Hi again,
Sorry I was in hurry and I made many errors in my last post it was almost
unreadable. I repeat it with at least few of them fixed ;-)
You won't find osgShadow::ShadowMap::init it on a Stack Trace. You have to
place breakpoint into it. You do this to make sure its actually NOT CALLED
Hi, Philip,
FYI: All integral types in Win64 are the same size as they were in Win32.
Only ptr types got promoted to 64 bit. See this article:
http://blogs.msdn.com/oldnewthing/archive/2005/01/31/363790.aspx
Cheers,
Wojtek Lewandowski
- Original Message -
From: Philip Taylor [EMAIL
Just because the issue was encountered on Vista doesn't mean it's
related to Vista. In this case, trying to run CMake 2.4.x with Visual
Studio 2008 even on XP would have given the same issue, because CMake
2.4 doesn't recognize VS 2008. You need CMake 2.5. Even on XP.
I 100% agree. Its non OS
Hi,
I am also very surprised to see that use of index arrays/buffer objects
impacts performance. Is this a limitation of OSG or OpenGL ? I always
thought that Hardware Vertex Buffer + Hardware Index Buffer should be the
best performing scenario.
I just checked GPU_Programming_Guide on NVidia
@lists.openscenegraph.org
Sent: Monday, January 07, 2008 12:20 PM
Subject: Re: [osg-users] VBO
On Jan 7, 2008 10:58 AM, Wojciech Lewandowski [EMAIL PROTECTED]
wrote:
I am also very surprised to see that use of index arrays/buffer objects
impacts performance. Is this a limitation of OSG or OpenGL
I have not done it myself so I am not 100 % sure but from what I've heard CMAKE
simply does not find your VS 2008 installation on standard predefined paths.
Workaround is to run cmake from VS 2008 command prompt. This is what I've
heard. If this does not help ask again in new year. My collegues
osg::Vec3 projectedPoint = osg::Vec3( x,y,z ) * camera-getViewMatrix() *
camera-getProjectionMatrix();
bool pointInFrustum = osg::BoundingBox( -1, -1, -1, 1,1,1 ).contains(
projectedPoint );
Cheers,
Wojtek Lewandowski
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
Of Wojciech
Lewandowski
Sent: 12 December 2007 14:42
To: OpenSceneGraph Users
Subject: [SPAM] Re: [osg-users] Latest SVN: problems with Plugins without
Manifests
Serge,
I have created a test solution for my case. It is very simple Exec which
dynamically loads DLL where osgViewer
--
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Serge Lages
Sent: 13 December 2007 15:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] [SPAM] Re: Latest SVN: problems with
PluginswithoutManifests
Hi Wojtek,
On Dec 13, 2007 4:11 PM, Wojciech
Hi,
I am trying to work with osgShadow in my application. Node graph is bit more
complicated than osgShadow example and I see a problem with shadow map not
rendered to shadow texture (its empty - filled only with clear depth value).
One thing that I may do wrong is use of ShadowScene. We do
Hi Everyone,
I am trying to implement Shadow Mapping algorithm somewhat similar to
Trapezoidal/Perspective shadow maps. During this work I learned that one of
most effective optimizations is proper calculation of minimal shadowed world
area and appropriate construction of minimal shadow map.
11:22 AM, Wojciech Lewandowski [EMAIL PROTECTED]
wrote:
Hi Everyone,
I am trying to implement Shadow Mapping algorithm somewhat similar to
Trapezoidal/Perspective shadow maps. During this work I learned that one
of
most effective optimizations is proper calculation of minimal shadowed
BoundingBox from RenderBin ?
On Dec 4, 2007 12:39 PM, Wojciech Lewandowski [EMAIL PROTECTED]
wrote:
Thank You,
Seems that studying
OverlayNode::traverse_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY may be
appropriate for my task. Thats a huge piece of code. Thanks again.
My plan
Thats a Fantastic news ;-) I tried exit() and abort() without success.
Thanks,
Wojtek Lewandowski
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Gordon
Tomlinson
Sent: Sunday, November 18, 2007 8:13 PM
To: osg-users@lists.openscenegraph.org
What type of marker ? Some kind of geometry or just texture projected on the
surface ?
I am afraid that first one would be impossible without some intersection
testing (or depth picking - maybe GL picking could work - but its a guess as
I am not an expert on GL picking).
Texture marker may be
] On Behalf Of
Wojciech Lewandowski
Sent: Wednesday, September 26, 2007 4:24 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] more on Windows debugging
My INSTALL step does copy these DLLs to the different location. They
were
compiled in OpenSceneGraph\src\subproject and linked in
OpenSceneGraph
pdb files and symbols but
didn't put the source paths in the pdb files, but I think I'll be able
to resolve this now.
andy
-Original Message-
From: Wojciech Lewandowski [mailto:[EMAIL PROTECTED]
Sent: Thursday, September 27, 2007 4:35 AM
To: Andy Skinner; OpenSceneGraph Users
to specify the source, but it doesn't seem to be
helping, in the same way it didn't help you to remove them. :)
thanks,
andy
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Wojciech Lewandowski
Sent: Wednesday, September 26, 2007 11:43 AM
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