[osg-users] Accessing floating point textures in Fragment Shader

2008-10-17 Thread Harash Sharma
Hi all,       I am facing a problem in accessing the floating point texture within a fragment shader. I have some 2D floating point array that I wish to access within the Fragment Shader. For the purpose, 1. I have created an image with the pixel format GL_LUMINANCE and data type of GL_FLOAT.

[osg-users] Viewports and actions on window resize

2008-10-17 Thread Alexander Löffler
Hi, I would like to use an osgViewer::Viewer which should render to a constant aspect ratio and fill the rest of any rendering window with black in any case; also on resizing. For that matter, I have implemented an updateViewport() method that resizes my Viewport centered in the correct aspect

[osg-users] Strips on AnimatedTexturing on Terrain by GLSL

2008-10-17 Thread Ümit Uzun
Hi All, I had created animated texturing on terrain with using shaders but I have already realized some artifacts on the terrain as you see from that VIDEOhttp://www.fileden.com/files/2007/9/10/1423182/AnimetedTexturing.wmv. Why have this strips created on the terrain in each loop? Any advices to

Re: [osg-users] Accessing floating point textures in Fragment Shader

2008-10-17 Thread Robert Osfield
Hi Harash, floating point formats are not available for all pixel formats. Have a look at the OpenGL specs/extension registry on the topic of float textures to see what floating point formats are supported. Robert. On Fri, Oct 17, 2008 at 8:28 AM, Harash Sharma [EMAIL PROTECTED] wrote: Hi

Re: [osg-users] Viewports and actions on window resize

2008-10-17 Thread Robert Osfield
Hi Alex, On Fri, Oct 17, 2008 at 9:29 AM, Alexander Löffler [EMAIL PROTECTED] wrote: For that matter, I have implemented an updateViewport() method that resizes my Viewport centered in the correct aspect ratio and according to my current window size. This works in general, but two questions

Re: [osg-users] Another case for extendable plugin loaders... Was Re:DDS textures flipped on flt files

2008-10-17 Thread Robert Osfield
HI Brett, All you need to do is set the Registry's Options object for the default setting. osgDB::ReaderWriter::Options* options = new osgDB::ReaderWriter::Options; options-setOptionString(str); osgDB::Registry::instance()-setOptions(options); Robert. On Fri, Oct 17,

Re: [osg-users] Strips on AnimatedTexturing on Terrain by GLSL

2008-10-17 Thread David Spilling
Umit, It's a well known gotcha with texture repeats. Each vertex has increasing causticsCoord.x. Imagine the vertices with coord 0.0, 0.1, 0.2, 0.3 etc. The fragments in between any of these coords have _interpolated_ texcoords i.e. a fragment halfway betwen 0.0 and 0.1 vertex has a texcoord of

Re: [osg-users] Another case for extendable plugin loaders... Was Re:DDS textures flipped on flt files

2008-10-17 Thread Robert Osfield
Hi David, On Fri, Oct 17, 2008 at 10:24 AM, David Spilling [EMAIL PROTECTED] wrote: Ah! I learn something every day... Is there any system-wide check (other than by eye, at checkin) that makes sure that all of the options are unique to each loader? e.g. there isn't a dds_flip option in, say,

[osg-users] Simple sunlight shadow technqiue

2008-10-17 Thread Roger James
I am experimenting with a simple sunlight shadow technique using the osgShadow model and basic depth shadows. I would like to set up the shadow casting camera so that I end up with a shadow texture that is a near as possible "filled" with the shadow casting objects as culled by the LOD nodes

Re: [osg-users] Another case for extendable plugin loaders... Was Re:DDS textures flipped on flt files

2008-10-17 Thread David Spilling
Ah! I learn something every day... Is there any system-wide check (other than by eye, at checkin) that makes sure that all of the options are unique to each loader? e.g. there isn't a dds_flip option in, say, the .ac3d loader? David ___ osg-users

[osg-users] compilation problem on mac os x

2008-10-17 Thread Stephan Ohl
Hello, I have problems to get osg running on Mac OSX using the standard unix way. The problem is due to the freetype library because the headers can't be found. So freetype2 is installed on my system, but I saw that #include doesn't use system includes. I wasn't able to figure out

Re: [osg-users] Advice on interacting with osgShadow

2008-10-17 Thread Wojciech Lewandowski
Hi J-S, Ok, then lets postpone any changes to the moment we hear additional requests from others. Once you managed to solve your blending issue this discussion seems purely academic. Lets wait for some practical problems to appear. I think this is actually best choice. With every piece we

Re: [osg-users] Strips on AnimatedTexturing on Terrain by GLSL

2008-10-17 Thread Ümit Uzun
Hi David, I unattached the fract math function and all strips gone away :) I haven't thought it was a simple bug :) Thanks so much. Best regards. Umit Uzun 2008/10/17 David Spilling [EMAIL PROTECTED] Umit, It's a well known gotcha with texture repeats. Each vertex has increasing

[osg-users] [osg-submissions] AC3D Texture clamping

2008-10-17 Thread Csaba Halász
Hi! The texrep parsing change that went into the plugin about 2 weeks ago is against the ac3d spec, that says: *texrep %f %f Optional - default 1.0,1.0 . The texture repeat values for the tiling of a texture on an object's surfaces. (http://www.inivis.com/ac3d/man/ac3dfileformat.html) I

Re: [osg-users] Simple sunlight shadow technqiue

2008-10-17 Thread Wojciech Lewandowski
Roger, I had similar dilemma at some point. I was thinking about overridding cull visitor but had problem how to substitute original cull visitor with my class in the middle of cull traversal. Finally I adopted other approach. Once Cull Visitor traverses the scene all drawbles land in render

Re: [osg-users] Advice on interacting with osgShadow

2008-10-17 Thread Jean-Sébastien Guay
Hi Wojtek, Ok, then lets postpone any changes to the moment we hear additional requests from others. Once you managed to solve your blending issue this discussion seems purely academic. Lets wait for some practical problems to appear. I think this is actually best choice. With every piece we

[osg-users] change material of a node but not its children

2008-10-17 Thread Vincent Bourdier
Hi, I'm currently on a problem : I change the color of a node (osg::PAT) but I don't want its child osg::text to have the same color... On the PAT I do a node-getOrCreateStateSet()-setAttributeAndModes(mat.get(),osg::StateAttribute::ON); On the text : osg::ref_ptrosg::Material mat =

Re: [osg-users] Advice on interacting with osgShadow

2008-10-17 Thread Wojciech Lewandowski
Hi J-S, Ok, then lets postpone any changes to the moment we hear additional requests from others. Once you managed to solve your blending issue this discussion seems purely academic. Lets wait for some practical problems to appear. I think this is actually best choice. With every piece we

[osg-users] Loss of Precision in .osg files

2008-10-17 Thread Martins Innus
Hello, I was having trouble getting my models lined up when converting them to .osg format. Attached are just the tops of the files from doing a: osgconv cow0.osg cow1.osg You can see that the one element of Matrix loses precision. Any thoughts on increasing the default precision for

Re: [osg-users] change material of a node but not its children

2008-10-17 Thread Vincent Bourdier
a little UP.. Sorry for the convenience, but I would be very useful to solve this problem now... Thanks. Regards, Vincent. 2008/10/17 Vincent Bourdier [EMAIL PROTECTED] Hi, I'm currently on a problem : I change the color of a node (osg::PAT) but I don't want its child osg::text to

Re: [osg-users] Simple sunlight shadow technqiue

2008-10-17 Thread Roger James
Wojciech, Thanks for the pointer, that code looks interesting. I can override the CullVisitor at the scene root so I don't have quire the same problem. I must admit this is not first time I have wished for a general per node cull callback in osgUtil::CullVisitor. It would also be a way to

Re: [osg-users] infinite block with CullThreadPerCameraDrawThreadPerContext

2008-10-17 Thread Csaba Halász
On Thu, Oct 16, 2008 at 2:42 PM, Robert Osfield [EMAIL PROTECTED] wrote: HI Csaba, I suspect the particular problem you are seeing is not directly driver related, but is an OSG bug, differences in drivers might change the timing slightly which leads to the problem not becoming visible, but

[osg-users] Poor paging performance with osgViewer

2008-10-17 Thread Chung, James - AES
Hello All, I am using osgViewer::Viewer to display a scenegraph that contains an OssimPlanet planet object as a node. From messages in the archive I understand that osgViewer::Viewer has DatabasePager built into it, so I expected to see good performance in the changing through the levels of

Re: [osg-users] Poor paging performance with osgViewer

2008-10-17 Thread Robert Osfield
HI James, You don't have to do anything special to use the DatabasePager in osgViewer, just load a dataset with PagedLOD nodes in it and it'll automatically start paging. There isn't any examples that just demonstrate the database pager use as there really isn't any you need to do, the hard part

[osg-users] osgWidget::CameraSwitchHandler

2008-10-17 Thread Jeremy Moles
Hello folks! It's Friday, so here's a cool video. :) http://the-bob.org/~jlmoles/osgWidget-3d.wmv This demonstrates a new ViewerEventHandler object in osgWidget that lets you switch between a 2D ortho view and 3D perspective view of your scene. You'll notice when I switch the WindowManager isn't

Re: [osg-users] Re osg::getGlyphQuads

2008-10-17 Thread Jeremy Moles
On Tue, 2008-10-14 at 21:25 +0800, yang zhiyuan wrote: Hi: I have solved the problem how to get one char's position inside a osgText::Text; The purpose is to move cursor when input text. Here is my code: updateCursorPos(const std::string string, int position) {