Re: [osg-users] How to create a decal on a road segment?

2011-11-30 Thread Raymond Bosman
Hi Brad, Thanks for your answer. Currently, I place the decal on the road segment without depth testing. For flat surfaces (planes) it works fine. When the road has a bump or has an incline the depth test seems to be needed. Some lane markers are drawn where they should be hidden (depth test

[osg-users] osgga event on mouse enter window?

2011-11-30 Thread Martin Scheffler
Hi, it seems there is no osgga event being fired when the mouse is moved over the 3d window. This would be useful for applications with multiple 3d windows. I have implemented this as a user event in my qt based app, but maybe it would be interesting to have that feature for the standard osg

Re: [osg-users] osgexport for blender?

2011-11-30 Thread Maia Randria
Hi Cedric, With Blender 2.6, for some 3D models, the model is exported (xxx.osg is created on the Blender interface) but there are bugs in writing the file on disk (the file is 0K on disk). Here are some bugs reporting: - ..\osgdata.py, line 497, in write, self.root.write(sfile); -

Re: [osg-users] osgexport for blender?

2011-11-30 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, Can you report send the model in order I reproduce the problem ? or a model that produces similar problems ? Cedric On 11/30/2011 03:28 PM, Maia Randria wrote: Hi Cedric, With Blender 2.6, for some 3D models, the model is exported (xxx.osg

[osg-users] Opaque black shadows since moving to OSG V3.0.1

2011-11-30 Thread Cyril Bondue
Hello everybody, I'm updating some of my projects from V2.8.3 to V3.0.1 of OSG and i'm struggling with a shadow problem. In fact, osgShadow::LightSpacePerspectiveShadowMapCB produces opaque black shadows, while in previous version it darkened the objects. I've tried to change ambiant in light

Re: [osg-users] Opaque black shadows since moving to OSG V3.0.1

2011-11-30 Thread Wojciech Lewandowski
Hi Cyril, None of the View Dependent Techniques was using Ambient Bias before. So thats not the case here I suppose. I am not sure if thats it but look at the shaders located in StandardShadowMap.cpp. I believe that Robert has switched the shadow shaders to use only fragment shaders somewhere

Re: [osg-users] Custom osg::NotifyHandler problems and multi-threading

2011-11-30 Thread Robert Osfield
Hi George, The effect of removing the _logmessage suggests to me that the MS implementation does something odd making it unreliable when being called from multiple threads. Try replacing the _logmessage with a fprintf or equivalent C function to see if that helps. Robert. On 29 November 2011

Re: [osg-users] [osgPlugins] png plugin - problem loading images

2011-11-30 Thread Andrey Ibe
thank you for the tip. i tried locating the libpng library and i found there was a file libpng15.dll in the system path. i don't really know how this library file-name-thing really works so i renamed it to libpng.dll and tried running my osg app again, but without any success. i will try the

[osg-users] starting with stencil buffer to achieve ray tracing

2011-11-30 Thread Andrey Ibe
hello good people! i need a bit of advice ragarding some more advanced rendering techniques. advanced for me, anyway. i am trying to build a simple ray tracing application on top of the basic osgviewer program. to start off, i am trying to look at the loaded model and decide where to cast

Re: [osg-users] OsgMaxExp (OSGExp for 3dsmax) patch for crash on mixmaps

2011-11-30 Thread Farshid Lashkari
Hi Laurens, I just committed your patch. Thanks a lot! Cheers, Farshid On Thu, Nov 17, 2011 at 4:34 AM, Laurens Voerman l.voer...@rug.nl wrote: Hi Farshid, I experienced a crash while exporting a file from max2012 (x64). I traced the problem to a mixmap having no texture on one of the

Re: [osg-users] osgText::Text is quite a heavyweight (memory-wise)

2011-11-30 Thread Christian Buchner
Thank you for your answer. We've changed our code from holding ten thousands of pre-generated text labels to a code that dynamically creates them. Because we do single threaded rendering in a Qt window, it is not much of a problem to modify the scene graph at runtime and to create them on an

Re: [osg-users] starting with stencil buffer to achieve ray tracing

2011-11-30 Thread Kim Bale
Hi Andrey, Just a thought, but wouldn't this only work for orthographic projections? I believe the traditional ray tracing approach to this problem is to use an octree. Kim. On 30 November 2011 17:53, Andrey Ibe xry...@gmail.com wrote: hello good people! i need a bit of advice ragarding

[osg-users] transformation matrix explanation

2011-11-30 Thread Stefanos Kougiou
Hello to all, I know that this is sort of a newbie question but i need to clear this one out. I have these two matrice Object near the camera: 0.00581384 -0.997389 -0.0719816 0 0.99705 0.0112907 -0.0759159 0 0.0765305 -0.0713279 0.994513 0 -10.7682 9.27382 -316.446 1 Object far from camera

Re: [osg-users] transformation matrix explanation

2011-11-30 Thread Paul Martz
On 11/30/2011 1:37 PM, Jean-Sébastien Guay wrote: Distance from one object to the other? Simply subtract the translation of each matrix, which gives you the vector from one to the other. Then take the length of that. In OSG, you would do: osg::Vec3 o1_to_o2 = o1Matrix.getTrans() -

[osg-users] Augmented reality with OSG

2011-11-30 Thread Juan Fernando Herrera J.
Hi. I'm trying to port an OpenGL augmented reality program based on the ArUco library (http://www.uco.es/investiga/grupos/ava/node/26) to OSG (I'm not trying OSGArToolkit yet). The original OpenGL program shows a perfect overlap between the AR marker and the geometric model. The OSG version

Re: [osg-users] starting with stencil buffer to achieve ray tracing

2011-11-30 Thread Andrey Ibe
basically, what i want to do is to cast primary rays from the camera (for each pixel on the screen) into the scene using line intersectors. then i want to retrieve normal of the intersection to be able to compute the direction of the secondary ray and then to cast it the way i cast the primary

Re: [osg-users] Opaque black shadows since moving to OSG V3.0.1

2011-11-30 Thread Michael Guerrero
I am also experiencing the same thing upgrading from 2.8.5 to 3.0.1. For a while I thought it was completely opaque until I looked closely at my lcd monitor where I found it to be just really really dark instead. Here is the relevant frag shader code from 3.0.1: Code: void main(void) { vec4

Re: [osg-users] Opaque black shadows since moving to OSG V3.0.1

2011-11-30 Thread Wojciech Lewandowski
Hi Michael, Haven't you just skipped addition of gl_FrontLightProduct[0].ambient which should contain contribution of light 0 ambient * material ambient ? So final colorAmbientEmissive is gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient. This should produce similar

Re: [osg-users] ShadowMapping in a multipass deferred setup

2011-11-30 Thread Wojciech Lewandowski
Hi Sebastian, Unfortuantely I do not have enough time to get as deep as neccessary into this complex problem you are considering. There could be many approaches to integration of deffered shading with OSG. And I guess algorithms and data structures used in such implementations would most probably