Re: [osg-users] Multipass RTT and near far plane computation
Hi Again, FYI: I was able to solve the problem partially. If I set the second RTT pass to ABSOLUTE_RF and set the modelview matrix for the RTT2 in the main-camera initialDrawCallback and the projection in the clampProjectionCallback I get the correct depths. Unfortunately the transparent pass sort of lags 1 frame behind the RTT1. Hello, I've encountered a problem which I#m not able to solve easily. In my current setup I have to separate the opaque geometry from the transparent ones. For this I set up two RTT-cameras that render to different texture targets and combine them afterwards. This setup works really fine with near/far plane computation turned off. Unfortunally this doesn't play well with bigger databases and openflight based terrains (as they use subfaces etc.) If I setup the first RTT camera to render using near/far plane calculation set to other the DO_NOT_COMPUTE_NEAR_FAR I get wrong results in the transparent pass (or better the combination of transparent and opaque elements doesn't match in depth). My idea why this is going wrong is, that the clampProjectionMatrix is applied at the first render stage only, so I tried to set the projection matrix for the second pass on my own by intercepting the drawCallback. Here it seems I get the unclamped projection matrix. So my second try was to use the ClampProjectionMatrixCallback of the first RTT stage to set the projection. This unfortunately didn't work either. So I'm a bit lost. Below if tried to give a little overview of the setup. MainCam | ___RTT1 (RELATIVE_RF, opaque geometry) | ___RTT2(RELATIVE_RF, transparent geometry) | __OutCamera(ABSOULTE_RF, Rendertarget = framebuffer, combines the textures written in RTT1 and RTT2) As far I understand, the RELATIVE_RF will set the same viewpoint and projection as in the main-cam. But what about the near/far computation? I have set it to the main-cam and tried the RTT1 cam aswell, but the projection for the RTT2 pass is just wrong when turning auto near/far computation on Hope someone can help here. cheers Sebastian ___ 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] simple window manager to reopen a window
Hi, Am 30.12.11 10:48, schrieb Andrey Ibe: > i was looking for some kind of window "onClose" callback function to allow me > to store the current window state (graphics contexts' traits) with position > and size, but i couldn't find any. have you tried a custom event handler which handles osgGA::GUIEventAdapter::CLOSE_WINDOW ? Can't help with the other stuff. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multipass RTT and near far plane computation
Hello, I've encountered a problem which I#m not able to solve easily. In my current setup I have to separate the opaque geometry from the transparent ones. For this I set up two RTT-cameras that render to different texture targets and combine them afterwards. This setup works really fine with near/far plane computation turned off. Unfortunally this doesn't play well with bigger databases and openflight based terrains (as they use subfaces etc.) If I setup the first RTT camera to render using near/far plane calculation set to other the DO_NOT_COMPUTE_NEAR_FAR I get wrong results in the transparent pass (or better the combination of transparent and opaque elements doesn't match in depth). My idea why this is going wrong is, that the clampProjectionMatrix is applied at the first render stage only, so I tried to set the projection matrix for the second pass on my own by intercepting the drawCallback. Here it seems I get the unclamped projection matrix. So my second try was to use the ClampProjectionMatrixCallback of the first RTT stage to set the projection. This unfortunately didn't work either. So I'm a bit lost. Below if tried to give a little overview of the setup. MainCam | ___RTT1 (RELATIVE_RF, opaque geometry) | ___RTT2(RELATIVE_RF, transparent geometry) | __OutCamera(ABSOULTE_RF, Rendertarget = framebuffer, combines the textures written in RTT1 and RTT2) As far I understand, the RELATIVE_RF will set the same viewpoint and projection as in the main-cam. But what about the near/far computation? I have set it to the main-cam and tried the RTT1 cam aswell, but the projection for the RTT2 pass is just wrong when turning auto near/far computation on Hope someone can help here. cheers Sebastian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] simple window manager to reopen a window
Hi, i'm trying to create some kind of window manager, which would allow me to open a certain pop-up window with RTT camera on request and later reopen it if it has been closed. i was looking for some kind of window "onClose" callback function to allow me to store the current window state (graphics contexts' traits) with position and size, but i couldn't find any. my RTT camera is stored in the window manager along with whole scene graph. i create the pop-up window at startup, as usual, then i test if it has been closed, which i can do using rttCamera->getGraphicsContext()->valid() method. i conditionally create a new context for the camera when the old one is invalid. then i call viewer->realize() and i get the window i wanted. but i am getting this error: Code: invalid contextStandardManipulator::handleFrame(): Event error - Time going back ward! Current event time: 0.0671157 previous event time: 6.60098 i need to get rid of this error. if i do not call the ->realize() method, i get tons of openGL errors and no window pops' up. btw, i am using a composite viewer instance with a main view of the scene and a secondary pop-up window with rtt camera. so my two questions - how do i get rid of the error and is there a way of storing information that would allow me to reopen a closed window in it's previous state? thank you guys very much in advance! Andrey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44502#44502 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Shader that can calculate pixel depth in meters
I need to write a GLSL shader that will be able to calculate the distance between the camera and the object being rendered by each pixel. The catch is that I need those distances to be linear and they need to be in meters, reflecting the real geometry of my scene. There are a number of guides out there describing the GLSL gl_FragCoord.z as giving the pixel depth in some non-linear coordinate eye-space, but as I am not a graphics programmer by trade I'm finding these guides very confusing. This one looks like my best bet: http://olivers.posterous.com/linear-depth-in-glsl-for-real but I'm still not sure what the author means by "real" depth. Any advice on this problem? Thanks! -Ethan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44503#44503 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Test ping
One Ping, Only, Vasilly. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org