Hello,
I'm trying to create a Texture2DArray. My textures are uchar images with
size (texWidth, 256), single channel. The combination of texture
internalFormat and pixelFormat with pixelType is not working. I use GL_R8UI
for internalFormat, GL_RED_INTEGER for pixelFormat and GL_UNSIGNED_BYTE for
Hi jeladi,
Not a problem. I'm happy to have been able to help.
Cheers,
Garthy
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Garth,
I have an OSGEarth-based application that uses CEGUI for its widgets. I was
running into a similar problem where my CEGUI textures would either go all
white or disappear entirely when OSGEarth annotation nodes came into view.
Your solution took care of the problem. Thanks for posting
almost there .. the flickering is gone, just the shadow texture lookup
coordinates are messed up when used view space matrix and vertex.
This is the code for constructing the final matrix:
osg::Matrixf lmvpm =
lightMatrixInViewSpace * osg::Matrixf(camera->getProjectionMatrix()) *
Up vector doesn't really matter, so just pick one like:
side = cross(view_vec, (0,0,1));
up = cross(side, view_vec);
Glenn Waldron
On Thu, Oct 20, 2016 at 12:00 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Just last question .. What the 'up' vector would be now for
Hi,
I have used class ViewerWidget(: public QWidget, public
osgViewer::CompositeViewer) to integrate OSG into a QT application. Like this:
viewer3DWindow = new ViewerWidget;
QMdiSubWindow *tmpsubwin_3D = new QMdiSubWindow ;
tmpsubwin_3D->setWidget(viewer3DWindow);
And
Just last question .. What the 'up' vector would be now for making the
light matrix in view space?
On Thu, Oct 20, 2016 at 5:39 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Glenn,
>
> this worked ... :-) ... Thanks for the hint ...
>
> On Thu, Oct 20, 2016 at 5:02 PM, Trajce
Glenn,
this worked ... :-) ... Thanks for the hint ...
On Thu, Oct 20, 2016 at 5:02 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> wops ..
>
> mx.makeLookAt(lightPosInViewSpace,lightPosInViewSpace+lightDirInViewSpace
> ,up)
>
> On Thu, Oct 20, 2016 at 5:00 PM, Trajce Nikolov
wops ..
mx.makeLookAt(lightPosInViewSpace,lightPosInViewSpace+lightDirInViewSpace
,up)
On Thu, Oct 20, 2016 at 5:00 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Glenn,
>
> actually I was expecting this. I have the math to get the light direction
> in view space, just
Thanks Glenn,
actually I was expecting this. I have the math to get the light direction
in view space, just the construction of the light matrix in view space
hurts my head a bit ( I missed that part of the class :-) )
vec3 lightDirInViewSpace;
vec3 lightPosInViewSpace;
There's your precision loss, you can't do that with ECEF coordinates or
they will be truncated.
Better idea: build your light matrix in view space on the CPU (instead of
world space), and then use it on the view-space vertex in the shader.
(You'll have to update it every time the camera moves, of
Hi Michael,
I'm sorry I don't have the time now to dig into the problems you have. But
I strongly recommend you base your work in
http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/178-building-openscenegraph-for-android-3-4,
I've tested it a number of times with
Hi Glenn,
vec3 vVertex = vec3(gl_ModelViewMatrix * VertexMODEL);
worldSpaceVertex = osg_ViewMatrixInverse * vec4( vVertex, 1.0 );
Part of VP
On Thu, Oct 20, 2016 at 3:52 PM, Glenn Waldron wrote:
> Nick, how did you calculate "worldSpaceVertex"?
>
> Glenn Waldron
>
> On
Nick, how did you calculate "worldSpaceVertex"?
Glenn Waldron
On Thu, Oct 20, 2016 at 9:13 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> hehe .. ok :-) .. Maybe you give me a hint.
>
> I have F+ lighting (written by a friend of mine) and I have extended it so
> local lights
Since I can't find the starting point for Android with latest OSG, I'll try
to dive back into year 2011 to the point where it first worked for Jorge
Izquierdo Ciges who wrote the first Android docs:
hehe .. ok :-) .. Maybe you give me a hint.
I have F+ lighting (written by a friend of mine) and I have extended it so
local lights cast shadows (a bit of complex code - relatively actually, but
for me it is ;-) ). Works well for flat terrains with reasonable sizes. I
am trying to make it work
yes?
we use a variation on
OpenSceneGraph\src\osgShadow\ParallelSplitShadowMap.cpp
regards, Laurens.
On Thu, Oct 20, 2016 at 2:35 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Laurens,
>
> do you have experience with DEPTH32bit and shadowcomparation set to true -
> for
Hi Laurens,
do you have experience with DEPTH32bit and shadowcomparation set to true -
for shadow mapping?
On Thu, Oct 20, 2016 at 12:08 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Voerman,
>
> Yes, GL_DEPTH_COMPONENT32 was what I was missing ... Thanks a lot!
>
>
Hi Voerman,
Yes, GL_DEPTH_COMPONENT32 was what I was missing ... Thanks a lot!
Trajce
On Thu, Oct 20, 2016 at 9:25 AM, Voerman, L. wrote:
> Hi Trajce,
> maybe this sniplet helps?
> _textureDepthBuffer = new osg::Texture2D;
>
Hi,
I solved the issue: as long as collada is compiled with support for Version 150
AND 141, it is not able toe decide properly and mixes things.
Compiling collada only with DOM version 141 support makes things working.
Thank you!
Cheers,
Torben
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Hi Trajce,
maybe this sniplet helps?
_textureDepthBuffer = new osg::Texture2D;
_textureDepthBuffer->setTextureSize(_width+2.0f*_width*_guardBandPercentage,
_height+2.0f*_height*_guardBandPercentage);
_textureDepthBuffer->setSourceFormat(GL_DEPTH_COMPONENT);
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