[osg-users] [osgPPU] why would The Hdr Effects disappeared from hdrExample after scene adding to the ive format model?

2019-10-29 Thread Mirro Xu
Hi, What are the requirements for this model format for this effect or can't be displayed because the parameter settings are incorrect? Thank you! Cheers, Mirro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=76861#76861

[osg-users] osgPPU or osgFX:EffectCompositor for my purposes

2013-10-10 Thread Ethan Fahy
Hello all, Yes I've posted tangential posts in the past but I'm returning to this work after a hiatus and would like to make sure I'm using the correct library/technologies as I dive back in. I'm looking to use an osg-compatible post-processing library that is capable of the following:

Re: [osg-users] [osgPPU] How to use osgPPU in an environment withz several slave cameras?

2013-03-31 Thread Werner Modenbach
Here is how I prepare the camera(s) for PPU: /** Setup the camera to do the render to texture */ void Cl_3Dview_osg::setupCameraForPipeline() { // setup viewer's default camera osg::Camera* camera = view-getCamera(); osg::Viewport* vp = camera-getViewport(); // create texture to

Re: [osg-users] [osgPPU] osgPPU and wireframe

2013-03-29 Thread Art Tevs
danoo wrote: Problem solved, my last posted solution is working. It was a compile problem... Hey Daniel. Please consider to create a pull request on osgPPuU github repository. This way the whole community will benefit from your patch ;) art -- Read this topic online here:

Re: [osg-users] [osgPPU] How to use osgPPU in an environment withz several slave cameras?

2013-03-27 Thread Daniel Schmid
Hi wernerM Could you please provide some example code of how you are doing things? I have a prerender camera rendering part of the scene which is applied in a ppu unit over the main scene. Are both background and hud text missing? For hud text please have a look all the statistic and help

Re: [osg-users] [osgPPU] How to use osgPPU in an environment withz several slave cameras?

2013-03-27 Thread Werner Modenbach
Hi Daniel, the text HUD shows up correctly. Only the wallpaper is missing. I create it by a separate camera in PRE-RENDERmode. Here ist the code snippplet: === /** This method creates a HUD-Window for a wallpaper */ void

Re: [osg-users] [osgPPU] osgPPU and wireframe

2013-03-25 Thread Daniel Schmid
In the method Procesor::init(), it added the following code: Code: osg::PolygonMode* l_Polymode = new osg::PolygonMode( osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::FILL ); mStateSet-setAttributeAndModes(l_Polymode, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);

Re: [osg-users] [osgPPU] osgPPU and wireframe

2013-03-25 Thread Daniel Schmid
Problem solved, my last posted solution is working. It was a compile problem... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53224#53224 ___ osg-users mailing list

[osg-users] [osgPPU] osgPPU and wireframe

2013-03-22 Thread Daniel Schmid
Hi all Maybe you noticed that when using osgPPU and pressing 'w' to change the polygon mode to wireframe, the screen goes black, because only the screenquad is rendered in wireframe, but the actual scene is not rendered anymore. Does anybody know how to change this? Thank you! Cheers,

Re: [osg-users] [osgPPU] osgPPU and wireframe

2013-03-22 Thread Farshid Lashkari
Hi Daniel, You will need to apply an osg::PolygonMode attribute to the screenquad stateset with the mode set to osg::PolygonMode::FILL. I haven't used osgPPU, but I've used this when displaying fullscreen quads with rendered textures and it worked fine. Cheers, Farshid On Fri, Mar 22, 2013 at

Re: [osg-users] [osgPPU] How to use osgPPU in an environment withz several slave cameras?

2013-03-19 Thread Werner Modenbach
Oh, I'm waiting so unpatiently for someone to reply here. I need this working very urgently. Thank you! Cheers, Werner -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53160#53160 ___ osg-users

[osg-users] [osgPPU] Rendering scene geometry in PPU

2013-03-04 Thread Daniel Schmid
Hi all I have some light cones that simulate the glowing of a light. All the light cones are in one group in the scene graph, and they have their apropriate shader in the group stateset to get the desired effect. Now my goal is to render the cones in a osgppu postpro step. I want to have

Re: [osg-users] [osgPPU] Rendering scene geometry in PPU

2013-03-04 Thread Sergey Polischuk
Hi I believe it's easier to do with postrender camera - disable clear color, attach input texture as color attachment, set view and projection matrices, add your cones with shaders and you are done. You can also draw result into another texture with prerender camera and mix together inside

Re: [osg-users] [osgPPU] osgPPU with GL3

2013-02-25 Thread Sergey Polischuk
Hi It is usable with fixed function pipeline available, this does not prevent you from using gl 3.2+ in any way i mean why would you disable fixed finction on pc app if it is still useful for a whole lot of stuff? (apart from mobile apps with gles) Wang Rui was working on alternative to osgPPU

Re: [osg-users] [osgPPU] osgPPU with GL3

2013-02-25 Thread Joshua No
hybr wrote: Hi It is usable with fixed function pipeline available, this does not prevent you from using gl 3.2+ in any way i mean why would you disable fixed finction on pc app if it is still useful for a whole lot of stuff? (apart from mobile apps with gles) Haha that sounds

Re: [osg-users] [osgPPU] osgPPU with GL3

2013-02-24 Thread Joshua No
There's been no response to this for quite some time, so I'm guessing osgPPU is abandoned? I've tried compiling it a number of different ways on a number of different platforms, but it doesn't look like it works any-longer with current OpenGL. Meanwhile any tips on OSG-only glow

Re: [osg-users] [osgPPU] osgPPU with GL3

2013-02-24 Thread Peterakos
Hello. Not sure what you mean abandoned, but it works for me. I have run some of the osgPPU examples. thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] [osgPPU] osgPPU with GL3

2013-02-24 Thread Joshua No
Are you compiling it against an OpenGL 3.2 or higher OSG build? I say abandoned because there was no response to my original post for more then 8 months, and there appears to be no activity in the repository for quite some time. Maybe I'm doing something wrong, but as far as I can tell osgPPU

[osg-users] [osgPPU] How to use osgPPU in an environment withz several slave cameras?

2013-02-11 Thread Werner Modenbach
Hi, in my application I use a camera to create a static background image in a PRERENDER stage. Also afte the scene rendering I use another camera to display something on top of the scene in a POSTRENDER stage (HUD with text). both cameras are slaves of the main camera. I need seting up a PPU

[osg-users] [osgPPU] Visual Studio compilation error

2013-01-07 Thread Ethan Fahy
Hello all, I am attempting to build the trunk version of osgPPU against the trunk version of osg and cuda 5.0 using Visual Studio 2010 SP1 on Windows 7 x64. I am trying to build in 32-bit mode and so I'm pointing to the 32-bit versions of the CUDA libraries that come with CUDA 5.0. I also

[osg-users] [osgPPU] Objects not released

2012-12-18 Thread Daniel Schmid
Hi all I'm trying to track down some memory leaks in my application which uses osgPPU. I noticed a difference between the following two methods of cascading units: - When I cascade units through childUnit-setInputToUniform(parentUnit, ...), then the units seem to have a object reference that

Re: [osg-users] [osgPPU] multiple processors

2012-12-05 Thread Daniel Schmid
I'm kind of talking to myself here... and since 2010 there is no sign of Art Tevs... anybody saw him lately? Well, if anybody cares, I found out a solution to have multiple processors with compositeviewer, each view can have its different osgPPU pipeline, etc. 1. All you need to add is a group

Re: [osg-users] [osgPPU] multiple processors

2012-12-05 Thread Art Tevs
Hi, Art is here, he was always here :) My current research and work is non-osg related, hence I unfortunately somehow stalled in producing updated. Daniel, could you post the code as a patch to the osgPPU version you use? I would then implement this into the code. Cheers, Art

[osg-users] [osgPPU] multiple processors

2012-11-20 Thread Daniel Schmid
Hi art and all This is not my first post about osgPPU and composite viewer, but I get no read feedback so I try it once more. I have a composite viewer, and I can add views at runtime. I use osgPPU and it works with one viewer (the first created). For every additional viewer I also create a

Re: [osg-users] [osgPPU] osgPPU with CompositeViewer

2012-11-05 Thread Daniel Schmid
Hello all I bring this subject again to the surface. And I wonder if Art (or anybody else out there) has an opinion about this he would like to share... In a composite viewer setting, views can be dynamically added and removed. In osgPPU, the Processor is part of the scene graph, but it has to

[osg-users] osgPPU::Processor and other root's children traversing order

2012-10-03 Thread Peterakos
Hello. I am working on osgPPU but there are some things i haven't completely understood yet. I add 2 children in root's group. A cow model and the osgPPU::Processor. In processor i have added 1 child which outputs the depth buffer and under that child i have added 1 child which outputs to frame

Re: [osg-users] osgPPU::Processor and other root's children traversing order

2012-10-03 Thread Sergey Polischuk
Hiiirc ppu stuff does it things at a renderbin 100. Cheers. 03.10.2012, 23:42, "Peterakos" hay...@gmail.com:Hello.I am working on osgPPU but there are some things i haven't completely understood yet.I add 2 children in root's group.A cow model and the osgPPU::Processor.In processor i have added 1

[osg-users] [osgPPU] set new camera pointer

2012-08-15 Thread Daniel Schmid
Hi Art I create a processor and units and hock to processor to the root scene node. Then as soon as the viewer is up, I set the processors camera pointer. Now in my application I have the feature of destroying the view and setting it up again (we use composite viewer). As soon as I set the

[osg-users] [osgPPU] osgPPU with GL3

2012-06-25 Thread Joshua No
I've tried compiling osgPPU with ~ OpenGL 3.1 osg build but I'm having trouble. Seems osgPPU is not ready for the current OpenGL release? Any plans? Or am I doing it wrong? I really need to do blurs and other effects in our OSG based application. Thanks -- Read this topic

Re: [osg-users] [osgPPU] DoF blur issues for antialiased text

2012-06-25 Thread Mike Wozniewski
Hi all, I'm still struggling with this and just wanted to add some extra details. The problem is that the blur around text near the camera is not being combined with blur further back. It's almost like the blur is being drawn from front to back while text (rendered as glyphs with alpha

Re: [osg-users] [osgPPU] Problems installing osgPPU using cmake 2.8.4

2012-06-12 Thread Art Tevs
Hi Christian, try to setup the paths manually. Just click on the paths which are marked as NOTFOUND and set there the path to your osg installation manually. This should solve the issue with FindOSG.cmake Let us know if this helps or not. art Rumpfi wrote: I tried to install the latest

[osg-users] [osgPPU] Problems installing osgPPU using cmake 2.8.4

2012-06-05 Thread Christian Rumpf
I tried to install the latest osgPPU version I found today, using cmake 2.8.4 and Visual Studio 10, but when i started to configure the folder I got the following cmake-error: Check for working C compiler using: Visual Studio 10 Check for working C compiler using: Visual Studio 10 -- works

[osg-users] [osgPPU] HDR - no result displayed

2012-04-26 Thread Daniel Borchart
Hey, I'm trying to integrate the HDR example into my application, but the screen remains black. The sole difference is that I'm not using the osg mainloop. Instead I render the scene to a Qt GLWidget and have to call osgViewer::frame() in the paintGL() method. That seems to be the reason why

[osg-users] [osgPPU] Perfomance issues with PBO for input textures

2012-02-28 Thread Shahar Kosti
Hi, I'm new to osgPPU and OSG in general, so please bear with me :) I'm trying to use the built-in mechanism in osgPPU::Unit for copying the rendered textures to the CPU. I'm using a simple tester based on one of the osgPPU, and my initialization code is structured like this: Code: //

Re: [osg-users] [osgPPU] Perfomance issues with PBO for input textures

2012-02-28 Thread Art Tevs
Hi Shahar, I would say that this is expected behaviour. This is due to the case, that the texture has to be copied from the GPU memory to the CPU memory. With PBOs this should be done through DMA or somehow directly without involving CPU for this, however the PCIe bus is the bottleneck here. I

Re: [osg-users] [osgPPU] Fixed crash in UnitTexture, when external texture has no image.

2012-01-04 Thread Gena Quenca
Thank you! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43990#43990 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [osgPPU] Blur artifacts in HDR effect

2011-11-24 Thread René Molenaar
I don't think there are other textures involved to add MSAA to.. two other blur units before the UnitInResampleOut could help yes, also notice that the radius should be about 2.5 - 3 times sigma to make sure the entire kernel is used instead of cutoff by the radius. grtz, René 2011/11/24

Re: [osg-users] [osgPPU] Blur artifacts in HDR effect

2011-11-24 Thread Jean-Sébastien Guay
Hello René, also notice that the radius should be about 2.5 - 3 times sigma to make sure the entire kernel is used instead of cutoff by the radius. The default values in the osgPPU hdr example are sigma = 4.0 and radius = 7.0, however I have not seen a difference between radius = 7.0, 15.0

Re: [osg-users] [osgPPU] Blur artifacts in HDR effect

2011-11-24 Thread René Molenaar
the radius determines the pixel for which the sigma is used. once you are on the edges of the kernel (gauss curve approaches 0), you can stop blurring. this will be around 2.5 - 3 times sigma. the correct sigma depends on the effect intended, try different sigmas ranging from 2-15 and radius =

Re: [osg-users] [osgPPU] Blur artifacts in HDR effect

2011-11-23 Thread René Molenaar
Hi, maybe multisampling can reduce the problem. using osgPPU hdr I noticed small details with high frequency (distant lights) appearing and disappearing. mutlisampling reduced these artifacts. (It did however cause a one frame delay, which isn't very noticable until you use a request redraw

Re: [osg-users] [osgPPU] Blur artifacts in HDR effect

2011-11-23 Thread Jean-Sébastien Guay
Hello René, maybe multisampling can reduce the problem. The screenshot was with 4x MSAA active (in the camera-attach(...) call of the HDR code, where we bind a texture to the main scene camera which is then passed to the first unit in the osgPPU pipeline). Perhaps you're suggesting I

Re: [osg-users] [osgPPU] FIX: osgPPU rendering not working in the first frame

2011-11-18 Thread Alexander Irion
Hello Art, glPushAttrib / glPopAttrib works as well, but it's not available in GLES and I also use osgPPU with GLES. However in GLES there are no 3D textures, only 2D and cube maps. Regards, --Alex -- Read this topic online here:

Re: [osg-users] [osgPPU] FIX: osgPPU rendering not working in the first frame

2011-11-18 Thread Art Tevs
Hi Alex, ok, this is of course pretty bad. Actually, I think the correct way would be to apply the texture to the osg::State within the FBO::apply(). This would ensure that the state is tracked correctly. Of course, unfortunately this requires a patch to the main osg core. In general, I

Re: [osg-users] [osgPPU] Fixed crash in UnitTexture, when external texture has no image.

2011-11-17 Thread Art Tevs
Hi Alex, thanks, I've patched the file. art airion wrote: Please find attached fix. It fixes a null pointer dereferencing in UnitTexture::setTexture(), when tex has no image, yet. Regards, --Alex -- Read this topic online here:

Re: [osg-users] [osgPPU] FIX: osgPPU rendering not working in the first frame

2011-11-17 Thread Art Tevs
Hi Alex, hmm, ok, it seems to be a solution, however I am not sure if this is a general one. I mean, what if for example the input texture is not 2D and the output texture is also not 2D. Then fbo will still overwrite current binding. I would propose to try following solution:

[osg-users] [osgPPU] Drawing a mesh over an osgPPU output

2011-11-08 Thread Jean-Sébastien Guay
Hi all, I hope there are some people using osgPPU who can answer my question. I'm having trouble doing something that I think should be simple, so if someone has any ideas I'd appreciate it. What I need is to draw a mesh (which is a blending mesh, and whose vertices are in eye space) over

Re: [osg-users] [osgPPU] Drawing a mesh over an osgPPU output

2011-11-08 Thread Art Tevs
Hi Jean, one way to do so, is to pass the output of osgPPU graph to a texture and then use that texture in order to draw the background for your scene. So, at the end of your Unit Graph you don't use UnitOut but UnitInOut and use it's output texture for your purpose. If you want to have some

Re: [osg-users] [osgPPU] delay in glow FX

2011-11-02 Thread Aurelien Albert
Hi, I'm facing the same problem. Have you found a cause / solution to this issue ? Thanks, Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43691#43691 ___ osg-users mailing list

[osg-users] [osgPPU] delay in glow FX

2011-10-06 Thread Luca Vezzadini
Hi, I was trying to implement a glow effect and I was experiencing a bad delay between the glow image and the main one. Then I looked back at the osgppu_glow example and it looks like the same issue is also present there. To make it more visible I have modified the example code a bit (you have

Re: [osg-users] [osgPPU] Fix picture freeze for certain camera perspectives.

2011-10-04 Thread Art Tevs
Hi Alexander, thank you for the patch. I will check it out in the next days and wil patch osgPPU sources accordingly. Cheers, Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43169#43169 ___

Re: [osg-users] [osgPPU] Very basic example ?

2011-10-03 Thread Aurelien Albert
Currently, I have this code. I try to do a simple operation : invert Red and Green color components, but I get only a black screen. Could anyone help me ? Thanks. Code: // Configure Camera p_osgCamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);

Re: [osg-users] [osgPPU] Fix picture freeze for certain camera perspectives.

2011-10-03 Thread Luca Vezzadini
You're right, I've just tried a clean checkout from the trunk with OSG 3.0.1 and everything compiles files, including Alexander's fix. Thanks, Luca -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43161#43161

Re: [osg-users] [osgPPU] Very basic example ?

2011-10-03 Thread Aurelien Albert
Ok, I found the solution... An error in my shader code :-* -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43164#43164 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] [osgPPU] Very basic example ?

2011-10-01 Thread Aurelien Albert
Hi, After 2 days playing with osgPPU exmaples, I stil did not succeed to do a very basic PPU unit... Is there any very basic example for osgPPU ? Something like : * create PPU * add PPU unit which use a shader for a very basic operation (like switch red and green color components) * attach

[osg-users] [osgPPU] Fix picture freeze for certain camera perspectives.

2011-09-30 Thread Alexander Irion
Hi, I had the problem in my application, that the picture was frozen for certain camera perspectives. This is caused due to the near far auto computation, that also takes the geometry of the osgPPU::Unit's into concern. For the faulty case, updateCalculatedNearFar(..) in

Re: [osg-users] [osgPPU] Near/Far clip planes: problem?

2011-09-30 Thread Alexander Irion
Hi, I had the same issue - please find my fix here: http://forum.openscenegraph.org/viewtopic.php?p=43140#43140 It prevents the osgPPU::Unit's from beeing taken into account for near/far computation. --Alex -- Read this topic online here:

Re: [osg-users] [osgPPU] Fix picture freeze for certain camera perspectives.

2011-09-30 Thread Jean-Sébastien Guay
Hi Alexander, Please find attached fix for osgPPU::Unit that prevents it's geode from be taken into account for near far computation. Nice to see you fixed this at the source, I had just overridden the Processor class and disabled near/far computation for the whole Unit subgraph, but

Re: [osg-users] [osgPPU] Fix picture freeze for certain camera perspectives.

2011-09-30 Thread Luca Vezzadini
Hi, Cool to see this fixed. Did you post this on the osgPPU trunk? I don't seem to see any recent change there... By the way, what version of OSG are you using to compile it? I just tried osgPPU 0.4.2 with OSG 3.0 and there seem to be a few changes to make to make it compile. Luca

Re: [osg-users] [osgPPU] Fix picture freeze for certain camera perspectives.

2011-09-30 Thread Jean-Sébastien Guay
Hi Luca, Cool to see this fixed. Did you post this on the osgPPU trunk? I don't seem to see any recent change there... I think Alexander just posted a modified file, the changes haven't been integrated into osgPPU yet. By the way, what version of OSG are you using to compile it? I just

Re: [osg-users] osgPPU swig wrapped and viewport issues

2011-09-23 Thread René Molenaar
Hi, I'am experiencing some issues with osgPPU, (some might have been addressed before on the list): * I use an ON_DEMAND scheme and osgPPU always has a one frame lag. (i am using a simple setup similar to examples like osgppu_viewer) * My Camera had some hud camera childs doing a POST_RENDER,

Re: [osg-users] [osgPPU] osgPPU with GLES 2.0 ?

2011-09-20 Thread Art Tevs
airion wrote: Hello, did anyone try to use osgPPU with GLES 2.0 ? Would it be difficult to do the adaption for ES? Which parts of the library might be affected? Regards, --Alex Hi Alex. Unfortunately I am not familar with GLES, hence cannot really help you out here. However, the

[osg-users] [osgPPU] osgPPU with GLES 2.0 ?

2011-09-08 Thread Alexander Irion
Hello, did anyone try to use osgPPU with GLES 2.0 ? Would it be difficult to do the adaption for ES? Which parts of the library might be affected? Regards, --Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42524#42524

[osg-users] osgPPU swig wrapped and viewport issues

2011-08-22 Thread René Molenaar
Hi, I recently started some experimenting with osgPPU. The first results are very nice and promising!! (osgppu rocks ;-)) I added osgswig wrappers to the osgswig project to do some testing, and i experienced a few glitches. 1. there were some manipulation glitches, these were caused by our

Re: [osg-users] [osgPPU] Multiple effects

2011-08-19 Thread Art Tevs
Hi Christoph, I think you misunderstood what UnitOut is good for. UnitOut outputs the result to the framebuffer. If you want to combine several osgPPU effects, you would need UnitInOut, since this one does output to a texture, which can be reused. greetings, art meh11 wrote: Hi, I would

[osg-users] [osgPPU] Multiple effects

2011-08-14 Thread Christoph Vlad
Hi, I would like to stack multiple image effects on top of each other. But the thing which is confusing me is the UnitOut Node. Wouldn't it be easier to just output the last PPU's image when there's nothing attached to it? Or should I add multiple processors to the camera? Will they pick up the

Re: [osg-users] [osgPPU] osgPPU and the stencil buffer

2011-07-16 Thread Miguel Angel Exposito
Hi, As promised, here is the source code for the Jimenez's MLAA demo for OSG using OSGPPU. I haven't managed to figure out the stencil buffer thing yet, so if any of you guys is up to the challenge, any help would be greatly appreciated!

[osg-users] [osgPPU] UnitOut trunk and image readback

2011-07-05 Thread Luciano Pica
Hi, I am using osgPPU (0.4.0) in a distributed environment and thus rely on the image readback functionality through camera attachments to be able to send rendered/postprocessed images over the network. Since OSG 3.0 seems to require the osgPPU trunk version and i could also use the new resize

Re: [osg-users] [osgPPU] osgPPU and the stencil buffer

2011-06-10 Thread David Callu
Hi Miguel Your code seem good. I am not familiar with MLAA and its optimization. Have you try gDEBugger, it allow you to see the StencilBuffer at anytime. You're right, use of osg::ClearNode between osgPPU::Unit is probably not a good idea If you could provide an simple example, I could play

Re: [osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-08 Thread Peter Wrobel
Hi All, @Ricky, it works for me as expected now. First I attach a new viewport with e.g. half res of my output window, and attach a texture with the same half res to the Color Buffer of the Camera. This can be done with different Cams and resolutions, if you have some funky pipeline.

Re: [osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-07 Thread Peter Wrobel
Hi Art, Thx for your answer, that worked, kind of, but have now some new issues. I am using the Glow example, Blur and Original are out of Sync. Will try to figure out, and ask/answer later. Thank you! Cheers, ParticlePeter -- Read this topic online here:

Re: [osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-07 Thread Riccardo Corsi
I Peter, I've experienced the same issue some time ago, but could not find the real cause. I've tried several combinations of pre-post render order of cameras, and renderbin order for processor, but none of them solved the issue. If you make any progress please post some news... =) Thanks you!

Re: [osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-07 Thread Art Tevs
Hi, I suppose they are not out of sync, but one is just one frame later than the other. In order to checkout the pipeline, you can run osgPPU in debug mode, I don't remember exactly (take a look into readme) you need to setup an environment variable. Then when unit pipeline is processed it

Re: [osg-users] [osgPPU] osgPPU and the stencil buffer

2011-06-06 Thread Miguel Angel Exposito
Thanks David! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40121#40121 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-06 Thread Peter Wrobrl
Hi, I would like to render my scene in a lower resolution than the viewport resolution, but want it stretched afterwards. When I scale the texture(s) that are attached to to the camera, e.g. half res, the render output is only half the size ( in x and y ) and placed in the lower left corner,

Re: [osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-06 Thread Art Tevs
Hi Peter, you can manually set a viewport for the unit to render it to specific size and position on the output buffer. cheers, art ParticlePeter wrote: Hi, I would like to render my scene in a lower resolution than the viewport resolution, but want it stretched afterwards. When I

Re: [osg-users] [osgPPU] osgPPU and the stencil buffer

2011-06-05 Thread David Callu
Hi Miguel, I'm too busy this week end to take a look on this problem. Next week after Wednesday, my planning will be free and you are the first on my todo list. Cheers David Callu 2011/6/3 Miguel Angel Exposito rad...@gmail.com Come on, guys!!, a little help here :D Sorry for bumping

Re: [osg-users] [osgPPU] osgPPU and the stencil buffer

2011-06-03 Thread Miguel Angel Exposito
Come on, guys!!, a little help here :D Sorry for bumping this but I couldn't figure out this yet :( -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40065#40065 ___ osg-users mailing list

Re: [osg-users] [osgPPU] osgPPU and the stencil buffer

2011-05-31 Thread Miguel Angel Exposito
Hi David, - Have you create an opengl context with a stencil buffer ? - Have you try to use osg:ClearNode to clear the stencil buffer ? - Have you check opengl call order in a debugger like gDEBugger ? - Yes I the context that osgViewer creates when realizing has a working stencil (I

Re: [osg-users] [osgPPU] osgPPU and the stencil buffer

2011-05-29 Thread David Callu
Hi Miguel, 2011/5/28 Miguel Angel Exposito rad...@gmail.com Hi, I'm pretty new to osgPPU and I'm working on a port of Jimenez's MLAA full scene antialiasing algorithm. It's a 3-pass post processing effect and I got it working on osgPPU. - The first step detects the edges of the RTT'd

Re: [osg-users] [osgPPU] osgPPU with CompositeViewer

2011-04-27 Thread Sami Moisio
Hi, Nobody tried this? I made the simplest possible test i could think of and just set one UnitOut to the processor so there would be no actual action from the processor other then relaying the image forward. I set the processor with the view camera of the first view and it works fine. When i

[osg-users] [osgPPU] osgPPU with CompositeViewer

2011-04-19 Thread Sami Moisio
Hi, Has anyone been trying to use the osgPPU with CompositeViewer? I tried to run the same code i succesfully use with a regular viewer but it fails when i try to apply it to the second view. First view works fine but the second fails. Basically i'm just applying the processor to the view

Re: [osg-users] osgPPU related questions

2011-03-21 Thread Riccardo Corsi
Hi all, I've also experienced a delay issue when using osgPPU combined with Delta3D. All the examples (like the glow) which requires 2 different paths and a final unit combining them, show an offset of at least one frame between the 2 rendering paths. Delta3D should not interfere here, as it

[osg-users] osgPPU related questions

2011-03-14 Thread Sergey Polischuk
Hi all, When i used osgppu i've experienced several frames delay (1 to 3 frames, not sure if this delay is persistent or it shows up from time to time, threading mode is singlethreaded) between content of input textures and units output, f.e. first several rendering frames can output some

Re: [osg-users] osgPPU related questions

2011-03-14 Thread Sergey Polischuk
Ignore pbo part, didnt know it used for external processing, and i dont use it. 14.03.2011, 17:56, Sergey Polischuk pol...@yandex.ru: Hi all, When i used osgppu i've experienced several frames delay (1 to 3 frames, not sure if this delay is persistent or it shows up from time to time,

Re: [osg-users] osgPPU HDR culled from certain angles?

2011-02-16 Thread Jean-Sébastien Guay
Hi Sergey, I've had same issues using osgPPU, for me problem was happening only when i had turned on near\far computation on viewer's camera, i've used this mode only to test some stuff so i didnt investigated this issue further. May be this will give you some hints on problem roots. Hmmm, I

Re: [osg-users] osgPPU HDR culled from certain angles?

2011-02-15 Thread Art Tevs
Hi J-S, You are right, from the osgPPU point of view the scene graph responsible for it, shouldn't be culled at all, so this couldn't be a problem. It sounds strange. I would assume that maybe the camera does not provide frame updates anymore, when you move your view to this certain direction.

Re: [osg-users] osgPPU HDR culled from certain angles?

2011-02-15 Thread Jean-Sébastien Guay
Hi Art, You are right, from the osgPPU point of view the scene graph responsible for it, shouldn't be culled at all, so this couldn't be a problem. It sounds strange. I would assume that maybe the camera does not provide frame updates anymore, when you move your view to this certain

Re: [osg-users] osgPPU HDR culled from certain angles?

2011-02-15 Thread Sergey Polischuk
Hi all. I've had same issues using osgPPU, for me problem was happening only when i had turned on near\far computation on viewer's camera, i've used this mode only to test some stuff so i didnt investigated this issue further. May be this will give you some hints on problem roots. Sergey.

Re: [osg-users] osgPPU HDR culled from certain angles?

2011-02-15 Thread Jean-Sébastien Guay
Hi Sergey, I've had same issues using osgPPU, for me problem was happening only when i had turned on near\far computation on viewer's camera, i've used this mode only to test some stuff so i didnt investigated this issue further. May be this will give you some hints on problem roots. Hmmm,

Re: [osg-users] osgPPU HDR culled from certain angles?

2011-02-09 Thread Jolley, Thomas P
, February 08, 2011 11:38 AM To: OpenSceneGraph Users Subject: [osg-users] osgPPU HDR culled from certain angles? Hello all, hello Art :-) I have one weird problem though. When looking around in my scene, at some camera angles the image stops updating and seems to just alternate between

[osg-users] osgPPU HDR culled from certain angles?

2011-02-08 Thread Jean-Sébastien Guay
Hello all, hello Art :-) I have been experimenting with osgPPU's HDR example, and it looks and works great for my purposes, and was even easy to integrate into my own app as a test. It's interesting how easy the code is to understand, given what it would have been without osgPPU (i.e. using

Re: [osg-users] osgPPU CUDA Example - slower than expected?

2011-01-09 Thread Harash Sharma
3, 2011 3:30:34 PM Subject: Re: [osg-users] osgPPU CUDA Example - slower than expected? Hi, I don't have any other suggestions than to use a GL debugger to make sure nothing is going to CPU or to try the new CUDA functions in osgPPU or your own code. I remember something in the GL to CUDA stuff

Re: [osg-users] osgPPU CUDA Example - slower than expected?

2011-01-07 Thread Art Tevs
Hi Thorsten, the problem which you experience is because of lacking direct memory mapping between OpenGL and CUDA memory. Even if CUDA (at least it was in version 2 so) supports GPU-GPU memory mapping, whenever you access to OpenGL textures there is a full memory copy performed. I am not

Re: [osg-users] osgPPU CUDA Example - slower than expected?

2011-01-07 Thread Jason Daly
On 01/07/2011 03:34 PM, Art Tevs wrote: Hi Thorsten, the problem which you experience is because of lacking direct memory mapping between OpenGL and CUDA memory. Even if CUDA (at least it was in version 2 so) supports GPU-GPU memory mapping, whenever you access to OpenGL textures there is a

Re: [osg-users] osgPPU CUDA Example - slower than expected?

2011-01-07 Thread Thorsten Roth
Thanks for the answers. Actually I also know that there are new interoperability features in CUDA 3, but I didn't have the time to check them out yet, though if I find the time for it, I will let you know about the results :) Regards -Thorsten Am 07.01.2011 22:23, schrieb Jason Daly: On

Re: [osg-users] osgPPU CUDA Example - slower than expected?

2011-01-03 Thread J.P. Delport
Hi, I don't have any other suggestions than to use a GL debugger to make sure nothing is going to CPU or to try the new CUDA functions in osgPPU or your own code. I remember something in the GL to CUDA stuff bugging me, but cannot remember the details. AFAIR something was converting from

[osg-users] osgPPU CUDA Example - slower than expected?

2010-12-16 Thread Thorsten Roth
Hi, as I explained in some other mail to this list, I am currently working on a graph based image processing framework using CUDA. Basically, this is independent from OSG, but I am using OSG for my example application :-) For my first implemented postprocessing algorithm I need color and

Re: [osg-users] osgPPU CUDA Example - slower than expected?

2010-12-16 Thread Thorsten Roth
By the way: There are two CUDA-capable devices in the computer, but I have tried using the rendering device as well as the CUDA-only device - no difference! -Thorsten Am 16.12.2010 12:25, schrieb Thorsten Roth: Hi, as I explained in some other mail to this list, I am currently working on a

Re: [osg-users] osgPPU CUDA Example - slower than expected?

2010-12-16 Thread Thorsten Roth
Ok..I correct this: There is a difference of ~1 frame ;) ...now I will stop replying to my own messages :D Am 16.12.2010 12:31, schrieb Thorsten Roth: By the way: There are two CUDA-capable devices in the computer, but I have tried using the rendering device as well as the CUDA-only device -

Re: [osg-users] [osgPPU] Usage of osg::Uniform::Callback with osgPPU::ShaderAttribute ?

2010-12-09 Thread Peter Wrobrl
Hi, well, this code is properly updating my Uniform: osg::Uniform * uniform = new osg::Uniform( Vector , osg::Vec4f( 0.0f , 0.0f , 0.0f , 0.0f ) ) ; uniform - setUpdateCallback( new UniformCallback ) ; stateSet - addUniform( uniform ) ; So the update call back does reach the Uniform. My guess

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