Re: [osg-users] ShadowMapping on recent ATI - repost
I've fixed this behaviour too, by simply taking: gl_TexCoord[1].t = 1.0- clamp(dot( vec4(vVertPos,1.0), gl_EyePlaneT[1] ),0.0,1.0); instead of gl_TexCoord[1].t = clamp(dot( vec4(vVertPos,1.0), gl_EyePlaneT[1] ),0.0,1.0); in the vertex shader (yeah, I know the clamp is useless here, but since I've been debugging I tried almost everything ;-) ) thx a lot Sebastian Sebastian Messerschmidt schrieb: Hi Christian, I think i've seen your post on gamedev.net and tried to answer ...;-) Coincidence. Problem for me is, that even on 7.1 it's not working (but I've downgraded driver which might obscurify this issue a bit). I recently read some articles, where most of them were stating that binding LUMINANCE to FBOs isn't working properly ever since. Could you do me the favour and take a look at my screenies? If the issue should be related to flipped coordinates I could give it some tries into that direction. For now I remain a little clueless, since I cannot imagine other applications using shadowmapping in conjunction with FBOs won't suffer the same problems. Thanks for your answer however ... seems I'm not completly nuts at all ;-) cheers Sebastian Hi! I didn't look at your images, but I recently posted an issue that seems to be similar to yours... (title issues with latest ATI driver, please confirm) I'll quote the relevant part here: In my program, I use perspective shadow maps, rendering to a depth texture using setRenderTargetImplementation(FRAME_BUFFER_OBJECT). This works perfectly with driver version 7.9. In 8.1 however, it appears that the frame buffer image is flipped upside down for some reason. If I invert the y-coordinate for shadow texture lookup, everything works fine again for this driver version. Can anybody confirm these issues? I'm afraid now I'll have to implement a test of whether the frame buffer is flipped to maintain compatibility with the screwed-up ATI driver... I hope this is not the case... Nobody replied to this post yet, in the meantime I have implemented the workaround which tests the orientation of the image which is rendered to the FBO. Perhaps this is of any help regards chris ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Modifier key mask not working under OS X
Adrian Egli OpenSceneGraph (3D) schrieb: Perfect, it's working. ok, I'll submit them to osg-submissions. did you still a review of my AGL Thread Safe submission ? because i can not run the safari plugin with mutli threaded, only single thread. otherwise i crashs when i press 's' (stats, freetype) and then i rescale or move the safari window. Sorry, I did not get anything to review from you? Did you send me an email? I think it is the wrong solution to add mutexes to the GraphicsWindowCarbon. IMHO all window-implementations require calling from the right thread which created and manipulated the opengl context. All threading-stuff is done outside the GraphicWindow-implementations. Perhaps Robert can add some more info to this topic. Perhaps it's a better solution for your special needs to subclass from GraphicsWindowCarbon and add the Mutexes there. I could not recreate the crash using the standard osgviewer. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] strange normal with VPB
Hi Christophe, Is the normal discontinuity only apparent along one longitudinal split? What happens when you zoom in? I presume the normal discontinuity is along the boundary where the longitude goes from -180 to 180. The is code to equalize normals across boundaries between tiles, but don't remember any code that wraps around the the equalization so this might well be the source of the issue. As for fixing it, well you all have the source code... to me this is rather a minor issue in the greater scheme of things. When viewing the texture model a small discontinuity in the normal is hardly noticeable. Robert. On Fri, Feb 22, 2008 at 3:13 PM, christophe loustaunau [EMAIL PROTECTED] wrote: Hi all, I have notice that when I generate an earth with osgdem there is some problems with the normals. I have used this command line : osgdem --bluemarble-west -t ../land_shallow_topo_west.tif --bluemarble-east -t ../land_shallow_topo_east.tif --geocentric -l 12 -o earth.ive I have join to the mail, a screenShot of the first level, showing the normals. You can see that there is a problem of normals at the join. I would like to know If Robert has plan to correct this, or is this intend ? Thanks ! -- Christophe Loustaunau. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] strange normal with VPB
Is the normal discontinuity only apparent along one longitudinal split? yes, in fact the normal discontinuity only appears at the join of the tile. See the screenshot I have attached you will understand. What happens when you zoom in? I presume the normal discontinuity is along the boundary where the longitude goes from -180 to 180. The is code to equalize normals across boundaries between tiles, but don't remember any code that wraps around the the equalization so this might well be the source of the issue. Thanks for the explanation. As for fixing it, well you all have the source code... to me this is rather a minor issue in the greater scheme of things. When viewing the texture model a small discontinuity in the normal is hardly noticeable. Robert. I will look at the code and try to fix this. Thanks. On Fri, Feb 22, 2008 at 3:13 PM, christophe loustaunau [EMAIL PROTECTED] wrote: Hi all, I have notice that when I generate an earth with osgdem there is some problems with the normals. I have used this command line : osgdem --bluemarble-west -t ../land_shallow_topo_west.tif --bluemarble-east -t ../land_shallow_topo_east.tif --geocentric -l 12 -o earth.ive I have join to the mail, a screenShot of the first level, showing the normals. You can see that there is a problem of normals at the join. I would like to know If Robert has plan to correct this, or is this intend ? Thanks ! -- Christophe Loustaunau. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Christophe Loustaunau. attachment: img.jpeg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Stereoscopy, part 2
Hi, It's been a couple of weeks since I first asked about stereoscopy in OSG. I've had an answer from Rémy (which I forgot to thank for, sorry), but I still have some questions on the subject. I've managed to use the stereoscopy option, which provided me with a split image of my scene. When I finally tried to use the second video monitor (I have a NVIDIA GeForce 6200 dual-head video card), something unexpected happened. I have only managed to split the image between the two monitors when I used the 800x600 resolution - and I had to drag the window to the edge of the first video monitor for that to happen... What I wanted to know, is how to perform this action with the full screen (1024x768). Any suggestions and tips are quite welcome... Thanks, Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Representing projections
Hi, In my application, I need to represent simple shapes' projections. For instance, project a line on a plane. I was thinking about using textures, but my problem is that my projection will have to be to be rotated and translated all the time, which, according to what I've noticed in some examples, is not a very simple task. Another idea I've had was to use indeed a light-and-shadow effect, but that wouldn't work either, for I need to project that line on that plane even if some other shape comes in between them. Anyone has any suggestions? Thanks, Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereoscopy, part 2
Hi Renan, Maybe you should have a look at the dual moitor management of your graphic card . If you are running on Windows for instance, you need to extend the desktop instead of using the dual mode screen Rémy ( not fully convinced that this will help anyway ) Renan Mendes a écrit : Hi, It's been a couple of weeks since I first asked about stereoscopy in OSG. I've had an answer from Rémy (which I forgot to thank for, sorry), but I still have some questions on the subject. I've managed to use the stereoscopy option, which provided me with a split image of my scene. When I finally tried to use the second video monitor (I have a NVIDIA GeForce 6200 dual-head video card), something unexpected happened. I have only managed to split the image between the two monitors when I used the 800x600 resolution - and I had to drag the window to the edge of the first video monitor for that to happen... What I wanted to know, is how to perform this action with the full screen (1024x768). Any suggestions and tips are quite welcome... Thanks, Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Remy Deslignes Ingenieur Developement / Software Engineer Tel: +33 (0)1.53.90.11.19 === Silicon Worlds S.A. 224, rue Saint Denis 75002 Paris France Tel: +33 (0)1.53.90.11.11 Fax: +33 (0)1.53.90.11.12 http://www.silicon-worlds.fr === ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple viewers and one scene
I forgot to say that I was two instances of osgviewer::viewer. Thanks again, Nicolas. 2008/2/22, nicolas peña [EMAIL PROTECTED]: Hi Robert, I have done several tests and have reached to the conclusion that it is not possible to use two viewers at the same time from one process. This happens even when they do not share anything and even if I set-up the viewers from different threads. I have done the most simplistic code and even this fail. I'm using OSG 2.3.4 on Linux 2.6.22 with NVIDIA proprietary drivers. I would like to help to solve this if you confirm it as a bug and if it is possible. Thanks a lot, Nicolas. 2008/2/22, Robert Osfield [EMAIL PROTECTED]: Hi Nicolas, Its really hard to know whats going on at your end w.r.t application setup and flow control so advicing on it is easy. In general I can say that sharing a scene between View's is OK within on CompositeViewer as they will Views on the same scene will share the same FrameStamp i.e. there will be all at the same point in time. Sharing one scene between multiple Viewers will hit up against the problem that in one set of traversals the scene graph is one time and then the traversals from the other viewer will try to change the time back - and likely to cause a mess. This timing issue isn't likely to cause problems with high level rendering though - it should just mess up things like particle systems and sequences. Robert. On Thu, Feb 21, 2008 at 8:33 PM, nicolas peña [EMAIL PROTECTED] wrote: Hi all, As I need to control the frame rate of my cameras independently, I have set-up a viewer for each one. One camera has to draw in a window and accept user input, while the others should not appear in the screen at all (they have an image attached and send a copy of it to other process). To achieve this, the interactive camera's graphic context is set from a traits with pbuffer = false and the other one with pbuffer = true. The problem is that if a set up a loop that calls the frame method of both one renders over the other as if the rendering contexts were the same. Can I share the scene among different viewers? If yes what do I need to do to render properly? Please ask for the needed details... Thanks a lot, Nicolas. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple viewers and one scene
Hi Robert, I have done several tests and have reached to the conclusion that it is not possible to use two viewers at the same time from one process. This happens even when they do not share anything and even if I set-up the viewers from different threads. I have done the most simplistic code and even this fail. I'm using OSG 2.3.4 on Linux 2.6.22 with NVIDIA proprietary drivers. I would like to help to solve this if you confirm it as a bug and if it is possible. Thanks a lot, Nicolas. 2008/2/22, Robert Osfield [EMAIL PROTECTED]: Hi Nicolas, Its really hard to know whats going on at your end w.r.t application setup and flow control so advicing on it is easy. In general I can say that sharing a scene between View's is OK within on CompositeViewer as they will Views on the same scene will share the same FrameStamp i.e. there will be all at the same point in time. Sharing one scene between multiple Viewers will hit up against the problem that in one set of traversals the scene graph is one time and then the traversals from the other viewer will try to change the time back - and likely to cause a mess. This timing issue isn't likely to cause problems with high level rendering though - it should just mess up things like particle systems and sequences. Robert. On Thu, Feb 21, 2008 at 8:33 PM, nicolas peña [EMAIL PROTECTED] wrote: Hi all, As I need to control the frame rate of my cameras independently, I have set-up a viewer for each one. One camera has to draw in a window and accept user input, while the others should not appear in the screen at all (they have an image attached and send a copy of it to other process). To achieve this, the interactive camera's graphic context is set from a traits with pbuffer = false and the other one with pbuffer = true. The problem is that if a set up a loop that calls the frame method of both one renders over the other as if the rendering contexts were the same. Can I share the scene among different viewers? If yes what do I need to do to render properly? Please ask for the needed details... Thanks a lot, Nicolas. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Get pixels from a scene in a matrix in order to modifypixels color
Hello, Try these steps: 1. Render the scene to an FBO 2. Render the captured buffer with an RGB to YUV shader. -B -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jon Sent: Wednesday, February 20, 2008 3:25 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Get pixels from a scene in a matrix in order to modifypixels color Hello all, I would like to get pixels in a matrix of a zone in order to get colors (yuv) and modify them. Any way to do this quickly? I would like to use GPU and not CPU. Using FBO...? Thanks in advance. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] MouseCoords - TexCoords
I would like to provide a user of osgWidget with the ability to get the color value of any textured Widget, particularly whatever 2D coord the mouse is currently over. I've played with a number of implementations for doing this, but I wanted to get some opinions on what the BEST way to do it is. (Also: this is just for osg::Texture2D at the moment) When I want to calculate the color value I have access to the following information: - The GLOBAL mouse coords - The LOCAL mouse coords (relative to the Widget itself) - The tex coords of all 4 points of the quad (Widget) - The dimensions of the Widget (width, height, etc.) In the simplest case, assuming the quad is fully mapped by the texture, I can do something like the following: x = LocalMouseX / WidgetWidth y = LocalMouseY / WidgetHeight ...which, easily enough, will also give me the tex coord that I can pass to osg::Image::getColor(). However, things become more complicated when you only use a portion of the Image in your Widget's tex coord mapping, and I've come up alternative ways of handling those scenarios, none of which feel very clean or proper. Is there an arbitrary way to translate mouse coordinates (given the data I have access to) into texture coordinates? I don't need the code to do this, just some ideas to push me in the right direction... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereoscopy, part 2
You probably tried osgViewer::View::setUpViewAcrossAllScreens () if you have one desktop on two screens, or osgViewer::View::setUpViewOnSingleScreen (unsigned int screenNum=0) , one for each viewer, if you have two desktops. If so, what happened? Renan Mendes wrote: Hi, It's been a couple of weeks since I first asked about stereoscopy in OSG. I've had an answer from Rémy (which I forgot to thank for, sorry), but I still have some questions on the subject. I've managed to use the stereoscopy option, which provided me with a split image of my scene. When I finally tried to use the second video monitor (I have a NVIDIA GeForce 6200 dual-head video card), something unexpected happened. I have only managed to split the image between the two monitors when I used the 800x600 resolution - and I had to drag the window to the edge of the first video monitor for that to happen... What I wanted to know, is how to perform this action with the full screen (1024x768). Any suggestions and tips are quite welcome... Thanks, Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org begin:vcard fn:Per Rosengren n:Rosengren;Per org:KTH;CVAP adr:;;KTH;Stockholm;;SE-100 44;Sweden email;internet:[EMAIL PROTECTED] title:Ph.D. student tel;work:+46 8 790 6203 tel;fax:+46 8 723 0302 note:PGP keyID: 0xD40DD8E0 x-mozilla-html:FALSE url:http://www.csc.kth.se/~perrose/ version:2.1 end:vcard ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Adding geometry to a scene (seeking advice)
Hi, I'm a new OpenSceneGraph user and am looking for some advice to get me started on an analysis I'm doing. The problem is to try and find safe paths through an urban environment - a path is considered more safe if the points along the path are not visible from windows on the buildings in the environment. I have some 3D models of buildings and I want to generate points (to simulate windows) on the walls of the buildings and lay down other points on the ground (to simulate potential traveling positions). I would then use the LineSegmentIntersector utility to see, for each point on the ground, how many windows have unobstructed views of that point. The OpenSceneGraph library seems to have the ability to this kind of analysis. I've read through the excellent Quick Start Guide and looked at many examples but am wondering if anyone has advice on how they would approach this. The approach I was considering was: 1) Examine the geometry of the model: identify the walls of buildings by looking at the values of the Normals, 2) Create new geometry in the model to represent windows by randomly placing them on the walls of the buildings 3) The travel positions are provided to me so I have to just create geometry to represent them 4) For each travel position, find the distance to all the windows, discarding any that are further than a certain distance or are obstructed by other buildings. Does this approach sound reasonable? Are there utilities that are available that might help me in identifying and placing the window geometry on the buildings? Can you suggest any of the example code I should look at that might help me along? Any advice is appreciated! Thanks, John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org