Re: [osg-users] heip

2011-09-28 Thread Jorge Izquierdo Ciges
Please state your country to call the police. It's a joke xD for what do you need help? 2011/9/28 liu_junli liu_ju...@yeah.net ** -- liu_junli ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [osgOcean] Culling and intersects with ocean and model...

2011-09-28 Thread Kim Bale
Hi Michael, Nice looking simulator you've got there, it's great to see osgOcean in the wild. K. On 28 September 2011 01:28, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Michael, This process would be made much easier if ocean surface only created a new stateset if a

[osg-users] Setting up FBO in drawable

2011-09-28 Thread Emmanuel Roche
Hi everyone, I'm trying to setup an pure OpenGL FBO with render to texture target in an OSG drawable. But I just can't figure out how to do that properly (eg. how to isolate those pure openGL calls from the rest of the OSG scene). in my drawa implementation I just have: virtual void

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread J.P. Delport
Hi, I can't help you with your specific drawable question, but what would you like to achieve? In the osggameoflife example there is an example of ping-pong using multiple cameras and switches. You can also swap output textures if they are exactly the same using a callback. See here for

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread Emmanuel Roche
Thanks J.P, but actually I know the gameoflife example almost by heart already and this won't fit the bill: I need a real single pass ping pong rendering here if I want to achieve good performances. Cheers, Manu. 2011/9/28 J.P. Delport jpdelp...@csir.co.za Hi, I can't help you with your

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread J.P. Delport
Hi, I see you mention fft in your code. Is this what you want to do? Do you have a working fft with multiple OSG cameras? Is it too slow for you? jp On 28/09/2011 11:30, Emmanuel Roche wrote: Thanks J.P, but actually I know the gameoflife example almost by heart already and this won't fit

[osg-users] Problem with temporary graphics content. [leaking memory]

2011-09-28 Thread George Bekos
Hello guys, I am working on a big project which uses OSG 3.0.0 and I have a very strange problem. During the initialization of the application I create a temporary graphics context in order to perform a series of actions (OGL extension support check,3d texture creation etc). When I am done I

Re: [osg-users] Problem with temporary graphics context. [leaking memory]

2011-09-28 Thread George Bekos
I just did a test and I think I have to change the following sentence: Then I realized that this won't happen if I create the temporary graphics context AFTER calling the Viewer::frame() function once (aka AFTER creating my main graphics context). to: Then I realized that this won't happen if

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread Emmanuel Roche
Yes J.P, as far as I understand the code I'm trying to integrate into OSG, this step will basically perform a FFT computation on the GPU. The code I'm using as template is written in pure opengl: it is the Ocean lighting implementation from Eric Brunetton (

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread Emmanuel Roche
Hi ! I performed some additional tests on this issue and now I think I'm reaching the bottom of it: when I attach my Texture2DArray as: cam:attach(osg.Camera.BufferComponent.COLOR_BUFFER0,result.ffts[1],0,0,true); cam:attach(osg.Camera.BufferComponent.COLOR_BUFFER1,result.ffts[0],0,0,true);

[osg-users] RTT second pass

2011-09-28 Thread Sebastian Messerschmidt
Hello again, In my project I need to setup a second render pass that performs the following: Render the scene from the original camera's view (as in the first RTT pass). Set the second camera to be pre-render with render-order increased. Render some volumes and apply a shader a those

[osg-users] Problem with shadows after use sketchupToOSG

2011-09-28 Thread Renato Silveira
Hi, I exported a model with sketchupToOSG and loaded it in an osg application. When I enable shadows (the default osgShadows techniques) the textures of the loaded models becomes wrong. If I disable shadows, everything works. Anybody ever had this problem? That's what I got:

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread Emmanuel Roche
hmmm and God created: *osg::Camera::FACE_CONTROLLED_**BY_GEOMETRY_SHADER* and *setImplicitBufferAttachmentMask(osg.Camera.ImplicitBufferAttachment.IMPLICIT_COLOR_BUFFER_ATTACHMENT, osg.Camera.ImplicitBufferAttachment.IMPLICIT_COLOR_BUFFER_ATTACHMENT);* It now works perfectly !! That's

[osg-users] Rendering From First Person

2011-09-28 Thread Jeremy Moles
Hey guys, looking for some quick design advice before I start hacking something that I'd end up scrapping. I've written a pretty traditional FPS camera; game-like movement and strafing, sprinting, mouse viewing by warping the pointer to the center of the screen, axis inversion, etc. All the stuff

Re: [osg-users] Rendering From First Person

2011-09-28 Thread Jean-Sébastien Guay
Hi Jeremy, My question is how do I render these objects? Should I treat them specially (for example, adding them in a post render camera) or should I simply position them properly to be rendered in the main frame? I'm looking for some gotchas from other people who have done something similar.

Re: [osg-users] [osgOcean] Culling and intersects with ocean and model...

2011-09-28 Thread Michael Guerrero
Skylark wrote: You're welcome to do it differently if you want and submit the change. In fact it would really be nice if you could merge your technique into osgOcean's own code and submit the change. I'm sure many people would appreciate such functionality, if you have the time to do it.

Re: [osg-users] Rendering From First Person

2011-09-28 Thread Paul Martz
On 9/28/2011 9:22 AM, Jean-Sébastien Guay wrote: Hi Jeremy, My question is how do I render these objects? Should I treat them specially (for example, adding them in a post render camera) or should I simply position them properly to be rendered in the main frame? I'm looking for some gotchas

[osg-users] Using the osgQt Library

2011-09-28 Thread Scott Wasinger
Hello, I'm working on a project for work and it entails integrating the Qt 4.7.3 and OSG 3.0.0 APIs and I have studied the osgviewerQt example and believe that I have a good understanding of how it works. I have determined that for my needs the CompositeViewer is the best option and the

Re: [osg-users] Open Flight characteristic not reflected in the current OSG

2011-09-28 Thread Paul Martz
Hi all -- David and I have been discussing this offline, and we've arrived at a fix that will be posted shortly. Turns out the actual issue was that the vertex record flags field had the NO_COLOR bit set, but the OSG flt loader wasn't checking for that bit. If NO_COLOR is set, the color index

Re: [osg-users] GLSL shaders and projective texturing

2011-09-28 Thread Chris 'Xenon' Hanson
On 9/27/2011 7:21 PM, Brad Colbert wrote: I am closer! Looks like the other example I have is FFP not GLSL. Here's a working GLSL implementation (not OSG) that should be relatively easy to feed with OSG uniforms and such: http://www.ozone3d.net/tutorials/glsl_texturing_p08.php#part_8 --

Re: [osg-users] CompositeViewer and ScreenCapture Handler

2011-09-28 Thread Scott Wasinger
Stephan I've been looking at a similar problem and I believe that I may have a possible solution. if you look in the api documentation for the CompositeViewer there is method called osgViewer::View * getView(unsigned int index) using this you could specify which view you want to capture

Re: [osg-users] GLSL shaders and projective texturing

2011-09-28 Thread Brad Colbert
Hi Chris, Thanks! I found that one too but it still doesn't help me figure out how to fix the coordinates so that my projected texture renders in the center of the projection frustum instead of the upper right quadrant. It's strange and I can't figure it out. -B -Original Message-

Re: [osg-users] GLSL shaders and projective texturing

2011-09-28 Thread Glenn Waldron
Brad, I once had the same issue; calcuating my texgen matrix like this worked: texGenMat = modelViewMat * projectionMat * osg::Matrix::translate(1, 1, 1) * osg::Matrix::scale(0.5, 0.5, 0.5); Glenn Waldron / Pelican Mapping / @glennwaldron On Wed, Sep 28, 2011 at 7:34 PM, Brad

[osg-users] osganimationhardware example osg 3.0.1

2011-09-28 Thread Thomas Hogarth
Hi Guys I've been trying to run the osganimationhardware example for osg 3.0.1 on windows7 32bit with Geforce GTX 560 and latest drivers 280.26 . In the past I have had this running (not on this machine or osg version), I simply downloaded the osgData collection with the nathan.osg and