Re: [osg-users] Question about ProjectionResizePolicy - no option for both HORIZONTAL and VERTICAL?

2012-08-10 Thread Sergey Polischuk
Hi, Ron

What meaning would have BOTH option?

Each of HORIZONTAL and VERTICAL keep your projection aspect ratio same as 
window aspect ratio, difference is which one of horizontal fow or vertical fow 
they keep constant ( other is changed to match window aspect ratio ).

Cheers,
Sergey.

09.08.2012, 23:32, Ron Mayer rabra...@kns.com:
 Hello everybody,

 I would like my camera's projection matrix to change both horizontally and 
 vertically when the window is re-sized.
 [The reason for this is because I want my frustum's aspect ratio to match the 
 window aspect ratio so the objects do not get distorted when re-sizing]

 I noticed osg::Camera::setProjectionResizePolicy can do only FIXED (none), 
 HORIZONTAL, or VERTICAL.

 Is there a reason why there is no BOTH option? I am about to write my own  
 Resized callback, and I imagined there might be a reason for not having this.

 Thanks!
 Ron

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Re: [osg-users] [forum] Site web down

2012-08-10 Thread Jordi Torres
Hi all,

I'm on holydays now and writting from my phone, i will try to reboot the
server as soon as i have access to a computer.
Sorry for the inconvenience.. :(


El jueves, 9 de agosto de 2012, Felix Meißgeier escribió:

 Thanks good tip ;)


 Chris Hanson wrote:
  On Thu, Aug 9, 2012 at 9:27 AM, Felix Meißgeier  () wrote:
 
Hey Robert,
I think  openscenegraph.org (http://openscenegraph.org) is actually
 down again. Do you know when it will be reachable again? I wanted to read
 the CameraControlFindingWorldCoordinates tutorial...
  
 
 
Use the Force... err, the Google Cache:
 
 
 
 http://webcache.googleusercontent.com/search?q=cache:tdQzRfxZVR0J:www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/CameraControlFindingWorldCoordinates+cd=1hl=enct=clnkgl=us(
 http://webcache.googleusercontent.com/search?q=cache:tdQzRfxZVR0J:www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/CameraControlFindingWorldCoordinates+cd=1hl=enct=clnkgl=us
 )
 
 
 
 
 
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[osg-users] Interesting Problem with Segmentation Fault in eventTraversal

2012-08-10 Thread Mike Hatcher
Hi,

So here is the catch, my window is created full screen but it is inside of a 
Virtual Machine running in VMware.  I have vmware tools installed to I get 
seamless mouse transitions through between guest and host.  I'm using 
CompositeViewer and it doesn't matter if I set the camera manipulator to NULL 
or the Trackball manipulator or anything else.  Whenever the mouse is moved 
outside the viewer window OSG hits a segmentation fault in 
osgViewer::CompositeViewer::eventTraversal() called from 
osgViewer::ViewerBase::frame()

I'm running OSG 3.0.1 on linux (Fedora Core 17) with the OSG packages available 
with the distribution.

So I can understand maybe some odd behavior from the trackball manipulator when 
the mouse is moved outside the window or something like that but a segmentation 
fault???

Anyone have any ideas?

I haven't setup a debug version of OSG to use yet to try and figure out why 
this is happening but I was hoping someone here might have either tried this or 
have some conceptual idea of what is going on based on their massive and 
awesome knowledge of OSG :)


Thank you!

Cheers,
Mike

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Re: [osg-users] Interesting Problem with Segmentation Fault in eventTraversal

2012-08-10 Thread Sergey Polischuk
Hi, Mike

With crash under debugger at hand you gonna know precisely what happening in a 
few minutes... what point in guessing?
Also backtrace (even from release build) would help a lot.

10.08.2012, 12:47, Mike Hatcher mike.hatche...@yahoo.com:
 Hi,

 So here is the catch, my window is created full screen but it is inside of a 
 Virtual Machine running in VMware.  I have vmware tools installed to I get 
 seamless mouse transitions through between guest and host.  I'm using 
 CompositeViewer and it doesn't matter if I set the camera manipulator to NULL 
 or the Trackball manipulator or anything else.  Whenever the mouse is moved 
 outside the viewer window OSG hits a segmentation fault in 
 osgViewer::CompositeViewer::eventTraversal() called from 
 osgViewer::ViewerBase::frame()

 I'm running OSG 3.0.1 on linux (Fedora Core 17) with the OSG packages 
 available with the distribution.

 So I can understand maybe some odd behavior from the trackball manipulator 
 when the mouse is moved outside the window or something like that but a 
 segmentation fault???

 Anyone have any ideas?

 I haven't setup a debug version of OSG to use yet to try and figure out why 
 this is happening but I was hoping someone here might have either tried this 
 or have some conceptual idea of what is going on based on their massive and 
 awesome knowledge of OSG :)

 Thank you!

 Cheers,
 Mike

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Re: [osg-users] osg(terrain) krasches on a double delete

2012-08-10 Thread Ola Nilsson

I have now also reproduced the crash on darwin/osx in i386 mode.

Cheers,

Ola


On Thu, 09 Aug 2012 17:41:12 +0200, Ola Nilsson o...@weatherone.tv wrote:


Here is some more info on how to reproduce our crash.

1. Compile the attached osgterrain program by overwriting
examples/osgterrain/osgterrain.cpp and recompile.
2. Run the program with
http://www.openscenegraph.org/data/earth_bayarea/earth.ive as input.
3. Wait (no further input is necessary). However, camera movement (tile
loading) produces earlier crashes. The attached image shows performance  
of

a typical run (without user input) where the frame time cyclically
increases until the program crashes.

Cheers,

Ola

ps. The output from the program is: iteration sample_ratio frame_time



On Tue, 07 Aug 2012 11:59:00 +0200, Ola Nilsson o...@weatherone.tv  
wrote:



Hi,

We have been looking for a hard-to-reproduce crash in our software that
seems to originate from a double delete inside osg. I have (finally)
been able to reproduce the crash using a version of the
osgterrain-example that _exaggerates_ the usage pattern that crashes our
application.

In examples/osgterrain.cpp remove return viwer.run(); an exchange it
with:

   while(!viewer.done())
 {
osg::Timer_t start_tick = osg::Timer::instance()-tick();
float sr = rand() * 1.0 / RAND_MAX ;
std::cerr  sr;

viewer.getCamera()-setLODScale(sr*10);
terrain-setSampleRatio( sr );   

osg::Timer_t middle_tick = osg::Timer::instance()-tick();

std::cerr  osg::Timer::instance()-delta_m(start_tick, middle_tick)
 std::flush;

viewer.frame();
std::cerr  ' '  osg::Timer::instance()-delta_m(middle_tick,
osg::Timer::instance()-tick())  std::endl;
 }
   return 0;

When run (tested on ive earth models generated with osgdem) the frame
time slowly increases, and, after a while, it warns about deleting a
still referenced object and then (after arbitrary time) crashes with a
glibc error.

Is this usage (setLODScale + setSampleRatio) safe? If not how should
these functions be called?

If it's a bug, we would be _very_ happy to have it fixed or pointers
about where to look in the code. We've previously submitted a patch that
switched to a ReentrantMutex in osgTerrain/Terrain.cpp (changeset
12904), could this be a similar issue?

My system is running Centos 6.3 (x86_64) and I compiled osg in debug
mode with gcc 4.4.6. I have tested both against the 3.0.1 tag and trunk
(r13106).

Since I suspect a threading issue; OpenThreads/Config looks like this:
#define _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS
/* #undef _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS */
/* #undef _OPENTHREADS_ATOMIC_USE_SUN */
/* #undef _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED */
/* #undef _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC */
/* #undef _OPENTHREADS_ATOMIC_USE_MUTEX */
/* #undef OT_LIBRARY_STATIC */

If I set a break point in the warning for deleting still referenced I
get the following stack trace (using the osg 3.0.1 tag):

Breakpoint 1, osg::Referenced::~Referenced (this=0xaec2160,
__in_chrg=value optimized out) at
/home/ola/src/OpenSceneGraph-3.0.1/src/osg/Referenced.cpp:236
236 OSG_WARNWarning: deleting still referenced object
this of type 'typeid(this).name()'std::endl;
(gdb) bt
#0  osg::Referenced::~Referenced (this=0xaec2160, __in_chrg=value
optimized out) at
/home/ola/src/OpenSceneGraph-3.0.1/src/osg/Referenced.cpp:236
#1  0x779e467c in osg::Object::~Object (this=0xaec2160,
__in_chrg=value optimized out) at
/home/ola/src/OpenSceneGraph-3.0.1/src/osg/Object.cpp:45
#2  0x779dd71d in osg::Node::~Node (this=0xaec2160,
__in_chrg=value optimized out) at
/home/ola/src/OpenSceneGraph-3.0.1/src/osg/Node.cpp:94
#3  0x77993953 in osg::Group::~Group (this=0xaec2160,
__in_chrg=value optimized out) at
/home/ola/src/OpenSceneGraph-3.0.1/src/osg/Group.cpp:53
#4  0x75df4ae8 in osgTerrain::TerrainTile::~TerrainTile
(this=0xaec2160, __in_chrg=value optimized out) at
/home/ola/src/OpenSceneGraph-3.0.1/src/osgTerrain/TerrainTile.cpp:95
#5  0x75df4b1e in osgTerrain::TerrainTile::~TerrainTile
(this=0xaec2160, __in_chrg=value optimized out) at
/home/ola/src/OpenSceneGraph-3.0.1/src/osgTerrain/TerrainTile.cpp:95
#6  0x77a131a6 in osg::Referenced::signalObserversAndDelete
(this=0xaec2160, signalDelete=true, doDelete=true) at
/home/ola/src/OpenSceneGraph-3.0.1/src/osg/Referenced.cpp:323
#7  0x0040b07d in osg::Referenced::unref (this=0xaec2160) at
/home/ola/src/OpenSceneGraph-3.0.1/include/osg/Referenced:198
#8  0x0040cd3b in osg::ref_ptrosg::Node::~ref_ptr
(this=0x478d410, __in_chrg=value optimized out) at
/home/ola/src/OpenSceneGraph-3.0.1/include/osg/ref_ptr:35
#9  0x7799627e in std::_Destroyosg::ref_ptrosg::Node 
(__pointer=0x478d410) at
/usr/lib/gcc/x86_64-redhat-linux/4.4.6/../../../../include/c++/4.4.6/bits/stl_construct.h:83
#10 0x77996084 in

Re: [osg-users] Question about ProjectionResizePolicy - no option for both HORIZONTAL and VERTICAL?

2012-08-10 Thread Ron Mayer

hybr wrote:
 Hi, Ron
 
 What meaning would have BOTH option?
 
 Each of HORIZONTAL and VERTICAL keep your projection aspect ratio same as 
 window aspect ratio, difference is which one of horizontal fow or vertical 
 fow they keep constant ( other is changed to match window aspect ratio ).
 
 Cheers,
 Sergey.
 
 


Hi Sergey,
I am using orthographic projection.
When the window size changes it is not enough just to adjust only the width or 
only the height of the frustum (projection matrix of camera), since doing that 
will distort the objects in the world in one axis, wouldn't it? I understand 
that maintaining an equal aspect ratio between the window and projection matrix 
can be done by modifying only one axis, but I also want to avoid my objects 
getting stretched or contracted in one axis.

For example, let's say we start with a window of size 100X100, and a camera 
with an orthographic projection matrix of:
(left, right, bottom, top) = (-50, 50, -50, 50). [ignoring near, far]

Now the user modifies the window size to 50X75.
If we only scale the projection matrix horizontally this means that our new 
projection matrix has the values of:
(left, right, bottom, top) = (-25, 25, -50, 50).
The width of the frustum was scaled by 1/2, but the height of the frustum did 
not change.

The window height is now 75, which means the objects will not look correct in 
their Y values after the viewport transformation.

On the other hand, I may be wrong, since there is no BOTH resize policy, for 
a good reason that I can't see ... so I am trying to understand where is my 
mistake.

Thanks  :D

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Re: [osg-users] Question about ProjectionResizePolicy - no option for both HORIZONTAL and VERTICAL?

2012-08-10 Thread Sergey Polischuk
Hi

it works other way:

assume you have window w*h with aspect w/h, and ortho projection x*y with same 
aspect. Window resizes to w1*h1 with some other aspect w1/h1 - projection now 
will be either:
1) x , (y*w*h1/(w1*h)) - if we keep horizontal fow constant
or:
2) x*w1*h/(w*h1) , y - if we keep vertical fow constant

with your numbers it gives projection:
1) (-50, 50, -75, 75), aspect 2/3
2) (-33.(3), 33.(3), -50, 50), aspect 2/3
and your new window aspect is same 2/3

you will get different _scale_, but it's uniform across screen, there is no 
stretching or smth.

Cheers,
Sergey.

10.08.2012, 16:32, Ron Mayer rabra...@kns.com:
 hybr wrote:

  Hi, Ron

  What meaning would have BOTH option?

  Each of HORIZONTAL and VERTICAL keep your projection aspect ratio same as 
 window aspect ratio, difference is which one of horizontal fow or vertical 
 fow they keep constant ( other is changed to match window aspect ratio ).

  Cheers,
  Sergey.

 Hi Sergey,
 I am using orthographic projection.
 When the window size changes it is not enough just to adjust only the width 
 or only the height of the frustum (projection matrix of camera), since doing 
 that will distort the objects in the world in one axis, wouldn't it? I 
 understand that maintaining an equal aspect ratio between the window and 
 projection matrix can be done by modifying only one axis, but I also want to 
 avoid my objects getting stretched or contracted in one axis.

 For example, let's say we start with a window of size 100X100, and a camera 
 with an orthographic projection matrix of:
 (left, right, bottom, top) = (-50, 50, -50, 50). [ignoring near, far]

 Now the user modifies the window size to 50X75.
 If we only scale the projection matrix horizontally this means that our new 
 projection matrix has the values of:
 (left, right, bottom, top) = (-25, 25, -50, 50).
 The width of the frustum was scaled by 1/2, but the height of the frustum did 
 not change.

 The window height is now 75, which means the objects will not look correct in 
 their Y values after the viewport transformation.

 On the other hand, I may be wrong, since there is no BOTH resize policy, 
 for a good reason that I can't see ... so I am trying to understand where is 
 my mistake.

 Thanks  :D

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Re: [osg-users] OpenScenegraph Siggraph 2012 BOF Final Call for Presentations

2012-08-10 Thread David Glenn
Greetings eveyone that attened the OSG BOF for SIGGRAPH 2012

Had a good time at the BOF, look forward to next year. 

Thank you!


David Glenn
---
D Glenn 3D Computer Graphics amp; Media Systems.
www.dglenn.com

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Re: [osg-users] Question about ProjectionResizePolicy - no option for both HORIZONTAL and VERTICAL?

2012-08-10 Thread Ron Mayer

hybr wrote:
 
 
 you will get different _scale_, but it's uniform across screen, there is no 
 stretching or smth.
 


Thank you for the detailed explanation, the only problem for me is that as you 
mentioned - I will get a different scale uniform across screen, that gives a 
zooming effect (I see 'less' of the world, and it appears the camera gets 
closer).
I am trying to avoid that zooming effect.

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[osg-users] a bug or feature in the osgb writer?

2012-08-10 Thread John Kelso

Hi all,

I am noticing some odd behavior in the osgb file writer. I will try to
describe it as succinctly as possible. Maybe it's a bug, maybe it's my code.

We are using osg 3.1 0 on a CentOS 6 Linux system.

A fairly large program create a points file that includes some shaders and
textures which operate on the points.

If the program writes the file as an ive or osg file the input geometry type
in the file is POINTS, as is specified in the program, and I get no runtime
errors.

If the program writes the file as an osgb file the input geometry type 
in the file is TRIANGLES, or at least that's what I see when I convert the

osgb file to an osg file. At runtime I get a bunch of spewed messages:

  Warning: detected OpenGL error 'invalid operation' at after 
RenderBin::draw(..)

That is, doing nothing but changing the file type from ive to osgb causes
the error.

Extra information:

I diffed the outputs of:
  env OSGNOTIFYLEVEL=debug OSG_OPTIMIZER=NONE osgconv points.osgb 
pointFromOsgb.osg
and
  env OSGNOTIFYLEVEL=debug OSG_OPTIMIZER=NONE osgconv points.ive 
pointFromIve.osg

and the ive run has the line
  Using vertex attribute instead
repeated eight times. I doubt this has anything to do with it, as the ive
  file is the one that works, but you never know...

I can dump more gory details on request, but as an initial email I thought I'd
see if anyone familiar with the osgb writer had any ideas.

Thanks,

John

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[osg-users] [3rdparty] osgPango text in world space?

2012-08-10 Thread Trystan Larey-Williams
Hi all,

I have a wireframe grid defined in 3-space that I want to put some labels on. I 
was able to get the result I wanted using osgText by using the code below where 
'vert' is a world space vertex from the grid.
 

Code:

osgText::Text* text = new osgText::Text;
text-setFont(font.get());
text-setCharacterSizeMode(osgText::Text::SCREEN_COORDS);
text-setCharacterSize( 48.0 );
text-setDrawMode(osgText::Text::TEXT);
text-setAxisAlignment(osgText::Text::SCREEN);
text-setLayout(osgText::Text::RIGHT_TO_LEFT);
text-setText(osgText::String(العربية, osgText::String::ENCODING_UTF8));
text-setPosition( vert );




The only reason I can't stick with osgText is the arabic characters do not 
render properly (the characters should be connected and they are not). This is 
a hard requirement for us so I presumably need osgPango. However, osgPango 
doesn't really seem to have parity with text placement and I wonder if it 
supports text in world space at all. I've tried the following code and just get 
extruded garbage on the screen (vert is the same world space coordinate as in 
the previous snippet).


Code:

osgPango::TextTransform* t = new osgPango::TextTransform();
t-setMatrix( osg::Matrixd::translate(vert) );
t-addText( span font='DejaVu Sans Mono 14' 
foreground='#7FFF7F'Testspan,0,0 );
t-finalize();




I have used osgPango in screen space successfully for other purposes. Anyone 
know if osgPango can work in world coords and if so how?

Cheers,
Trystan[/code]

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Re: [osg-users] [3rdparty] Shader Dev Tools

2012-08-10 Thread Trystan Larey-Williams
For what platform? A google search will turn up a bunch. Even for the iPad 
there's GLSL Studio. However, I have yet to find a good open source one that is 
consistently updated for Linux.

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Re: [osg-users] [3rdparty] Shader Dev Tools

2012-08-10 Thread Chris Hanson
On Fri, Aug 10, 2012 at 3:10 PM, Trystan Larey-Williams trys...@trystan.org
 wrote:

 For what platform? A google search will turn up a bunch. Even for the iPad
 there's GLSL Studio. However, I have yet to find a good open source one
 that is consistently updated for Linux.


  If anyone knows how to get in touch with the authors of glslDevil, I'd
really like to work on getting it maintained and open sourced. It's a GLSL
source-level debugger, which nothing else I'm aware of does.


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Re: [osg-users] [3rdparty] osgPango text in world space?

2012-08-10 Thread Trystan Larey-Williams
Figured it out. It was simply a matter of scale. In my world coordinates the 
default scale of 1.0 for the text was enormous. The fix was just to; 
t-setScale(0.001, true).

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[osg-users] Problem passing matrices as uniform

2012-08-10 Thread Felix Meißgeier
Hey,

i've got a problem passing modelview-matrix as uniform to a vertexshader. I 
want to realize a object-motion-blur-effect and so I need the 
previous-mv-matrix. More precisely I guess (not to say I'm sure) that my passed 
matrix doesn't work. I read about some difference between the orientations of 
the opengl- and osg-coordinate system. Could this be a reason, why the 
fixed-builtin-uniforms gl_ProjectionMatrix, gl_ModelViewMatrix,... work 
perfectly and my matrix doesn't??
For testing purpose I created a simple shader which bypasses the clipcoords of 
a vertex to fragmentshader (gl_Position) and sets gl_FragColor to white (using 
my own projection-matrix). The computation gl_Position = gl_ProjectionMatrix * 
gl_ModelViewMatrix * gl_Vertex worked fine, but gl_Position = myownprojmat * 
gl_ModelViewMatrix * gl_Vertex failed. I tried different ways to generate the 
proj-matrix. I got it from my (pre-render-) camera which is the parent of my 
scene-root and I tried 


Code:

osgViewer::Viewer::Contexts contexts;
_viewer-getContexts(contexts);
pmatrix=contexts[0]-getState()-getProjectionMatrix();




During my tests passing the modelview-matrix I used the view-matrix of the 
parental-camera and the computelocaltoworld(osg::Nodepath)-function...

Maybe anybody has an idea where I've got the mistake or has a tip how to 
implement this. 


Thank you!

Cheers,
Felix

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