Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Sebastian Messerschmidt
HI Trajce, I implemented HW Instancing using the UBO and texture approach using the osgforest example as a guide. The majority of the work in my project lied in developing a visitor making arbitrary geometry nodes instanceable. I also experimented with geometry shader based billboard

Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Sebastian Messerschmidt
And again: The example I was looking for was in the submissions, called: [osg-submissions] New example : culling and LODing performed on GPU side Unfortunately Robert didn't approve or merge the nescessary changes. Maybe it went unnoticed. Cheers Sebastian HI Trajce, I implemented HW

Re: [osg-users] Dae plugin, textures not visible (related to Geode/Geometry changes ?)

2014-11-24 Thread Luc Frauciel
Hi Robert, I've tried your modification and it works fine. Thanks, Luc De : osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] De la part de Robert Osfield Envoyé : vendredi 21 novembre 2014 18:26 À : OpenSceneGraph Users Objet : Re: [osg-users] Dae plugin, textures

Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Trajce Nikolov NICK
HI Sebastian, thanks for the reply. I also have vegetation generated on the GPU, works really fine - like 5mil trees on 60Hz. Now I want to try HW instancing for moving models - your NodeVisitor is good idea to have any geometry instantiable. What was your start point? Did you also try the code

[osg-users] drawImplementation not called on custom Drawables

2014-11-24 Thread Trajce Nikolov NICK
Hi Community, again :-) what can be the reason for the drawImplementation to not be called? I have set setCullingActive(false) to not cull the node but still I am not hiting the call to this method. Thanks a lot, Nick -- trajce nikolov nick ___

Re: [osg-users] drawImplementation not called on custom Drawables

2014-11-24 Thread Sebastian Messerschmidt
Hi Nick, I I think you will have to provide a valid intial bound in any case Hi Community, again :-) what can be the reason for the drawImplementation to not be called? I have set setCullingActive(false) to not cull the node but still I am not hiting the call to this method. Thanks a lot,

Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Sebastian Messerschmidt
Am 24.11.2014 11:38, schrieb Trajce Nikolov NICK: HI Sebastian, thanks for the reply. I also have vegetation generated on the GPU, works really fine - like 5mil trees on 60Hz. Now I want to try HW instancing for moving models - your NodeVisitor is good idea to have any geometry instantiable.

Re: [osg-users] drawImplementation not called on custom Drawables

2014-11-24 Thread Trajce Nikolov NICK
I have attached a callback for this, but it is never called as well . Nick On Mon, Nov 24, 2014 at 12:06 PM, Sebastian Messerschmidt sebastian.messerschm...@gmx.de wrote: Hi Nick, I I think you will have to provide a valid intial bound in any case Hi Community, again :-) what can

Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Trajce Nikolov NICK
Hi All, just for the case of someone else will need it, I was able to manage fix for the sample from the blog that do HW instancing with VertexAttribs and VertexAttribDivisor. If any interested, please ping me. I will also send it to the author. Cheers, Nick On Mon, Nov 24, 2014 at 12:07 PM,

[osg-users] Multiple render targets not working.

2014-11-24 Thread Sander Meessen
Hi, I have a problem when using multiple color buffer render targets. If I use one color buffer everything works fine, but when I use two; the render result always ends up in the last buffer and the first one remains blank. I have used the osgmultiplerendertargets example as a guide. My main

Re: [osg-users] drawImplementation not called on custom Drawables

2014-11-24 Thread Julien Valentin
Have you tried geom-setUseDisplayList(false) geom-setUseVertexBufferObject(true) ? Trajce Nikolov NICK wrote: I have attached a callback for this, but it is never called as well . Nick On Mon, Nov 24, 2014 at 12:06 PM, Sebastian Messerschmidt () wrote: Hi Nick, I I

Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Roman Grigoriev
Hi, Nick! Long time ago I tried to implement model with moving parts instancing. For forests it works OK but when you have many moving parts you have to once collect matrices and after send it to TBO to render. Also there are a lot of state switches in model. Another difficulty is model picking

Re: [osg-users] Multiple render targets not working.

2014-11-24 Thread Julien Valentin
seams there's a problem in camera setup,but you didn't give it... There's plenty of entries in osg forum concerning RTT camera setup.. hope the further code help Code: setClearMask(GL_COLOR_BUFFER_BIT); // setClearMask( GL_COLOR_BUFFER_BIT);

Re: [osg-users] Multiple render targets not working.

2014-11-24 Thread Sander Meessen
[quote=mp3butcher]seams there's a problem in camera setup,but you didn't give it... There's plenty of entries in osg forum concerning RTT camera setup.. hope the further code help [code] setClearMask(GL_COLOR_BUFFER_BIT); setClearColor(osg::Vec4(0.0f, 0, 0, 0.0f));

Re: [osg-users] drawImplementation not called on custom Drawables

2014-11-24 Thread Trajce Nikolov NICK
Hi, at the end it worked with overriding virtual osg::BoundingBox computeBoundingBox() const; the other one virtual osg::BoundingSphere computeBound() const; and attaching a callback for compute the bb is not working. Don't have time to investigate but it looks a small bug somewhere Nick On

Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Trajce Nikolov NICK
Hi Roman, this is exactly what I am trying to achieve. Sebastian's hint for writing a NodeVisitor to make any model instantiable is what I am trying to write just about this moment. Once I complete some working version I will post my code, no problem. Maybe Sebastian can provide some snips from

[osg-users] Screen to world to local for model positioning

2014-11-24 Thread Chris Hidden
Hello guys I want to position a model relative to the screen size ( or window size for that matter ). I have two models that sit on my HUD. The HUD slides in and out of view by increasing the viewport size in a callback class. I am testing out the hud right now and I want the width of the

[osg-users] MFC example flickering: OnEraseBkgnd not called

2014-11-24 Thread Émeric MASCHINO
Hi, Did you noticed that CMFC_OSG_MDIView::OnEraseBkgnd in the osgviewerMFC example is never called, hence leading to flickering? This is with OSG 3.2.1. I don't know when this regression was introduced, as it seems that OnEraseBkgnd was correctly working with OSG 2.x [1]. I can however tell you

Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Roman Grigoriev
Hi,Nick! Also for some speedup I've read that it's good to store matrices as position and quatertion, and resore ModelViewMatrix in vertex shader because vertex calcualtion is very fast on modern GPU, and scale is not aplicable to this calculations. Thank you! Cheers, Roman

Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Robert Osfield
Hi Guys, I have just checked osg::VertexAttribDivisor StateAttribute class that wraps up glVertexAttribDivisor. Assign this new StateAttribute to the subgraphs/geometry that you want to set the divisor on. This new class is checked into svn/trunk. I haven't yet written a test for the next

Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Trajce Nikolov NICK
Hi Roman, yeah, I thought of doing it that way. Still fighting with my NodeVisitor to convert any loaded model to instantiable DrawElements . Nick On Mon, Nov 24, 2014 at 4:05 PM, Roman Grigoriev grigor...@gosniias.ru wrote: Hi,Nick! Also for some speedup I've read that it's good to store

Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Trajce Nikolov NICK
Thanks Robert. Very cool ! Nick On Mon, Nov 24, 2014 at 4:07 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Guys, I have just checked osg::VertexAttribDivisor StateAttribute class that wraps up glVertexAttribDivisor. Assign this new StateAttribute to the subgraphs/geometry that

[osg-users] converting arbitrary model to indexed triangle list

2014-11-24 Thread Trajce Nikolov NICK
Hi Community, any hints for this one? I see there is osg::TriangleFunctor that extracts triangles from a osg::Geometry but this is not preserving the uv's and normals. Any hint is appreciated Thanks a bunch, Nick -- trajce nikolov nick ___ osg-users

Re: [osg-users] converting arbitrary model to indexed triangle list

2014-11-24 Thread Trajce Nikolov NICK
Yeah, there is osg::TriangleIndexedFunctor. Works well so nevermind :-) Nick On Mon, Nov 24, 2014 at 5:48 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Community, any hints for this one? I see there is osg::TriangleFunctor that extracts triangles from a osg::Geometry but

Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Trajce Nikolov NICK
Hi All, I have it working based on the code from the mentioned blog. for 4K dynamicly updated objects (a fully 3D model) I am getting 160fps. I will try to put more thoughts on it how to optimize, perhaps cutting out the matrix usage and use vec3 and quats instead, and want to try with latest

[osg-users] Memory increasing when using rtt,any clues?

2014-11-24 Thread ttaw
Hi, all: In my application, I set a rtt camera with a texture2d object attached whose size is 4096*4096, and then I called tex2d-getTextureObject(contextID) to obtain the texture. But as a result, the memory keeps increasing 60MB per second. It's an MFC program. I wonder if there's any point