Re: [osg-users] [OffScreen Rendering] limit camera frame rate

2014-10-01 Thread Christian Buchner
I control the update rate of slave cameras by inserting them into the scene graph as needed. In my PostDrawCallback for the camera I can remove the camera again when I do not require further updates. This way, I can do on-demand updates of my simulation (we're doing 4G and 5G radio coverage comput

Re: [osg-users] code repository for OSG dependencies?

2014-09-29 Thread Christian Buchner
oad/3rdParty_x86_x64-src_V9.7z> I hope this is also helpful to others. Christian 2014-09-29 10:33 GMT+02:00 Christian Buchner : > > I will have to create a list of open source code and version numbers of > the OSG dependencies (for resolving contractual issues) > > Currently I am using

Re: [osg-users] problems with shadow maping

2014-09-29 Thread Christian Buchner
Hi Jay, that is not a lot of information you gave there. What shadow mapping algorithm is applied? Does the shader create the shadow map or does it only render out an existing shadow map to the surface of your cube? Do you use any classes from osgShadow in your code? Christian 2014-09-22 8:5

[osg-users] code repository for OSG dependencies?

2014-09-29 Thread Christian Buchner
I will have to create a list of open source code and version numbers of the OSG dependencies (for resolving contractual issues) Currently I am using the full, precompiled OSG dependencies for VS 2013, maintained by Torben Dannhauer. Is there a code repository for the source code of these dependen

Re: [osg-users] update operations vs. update traversals

2014-09-26 Thread Christian Buchner
see if the video decoding could be shifted entirely to a separate thread - if the FFMPEG plugin doesn't already do that). Christian 2014-09-25 18:01 GMT+02:00 Robert Osfield : > Hi Christian, > > On 25 September 2014 16:35, Christian Buchner > wrote: > >> when lo

[osg-users] update operations vs. update traversals

2014-09-25 Thread Christian Buchner
Hi, when looking at the osgViewerBase class I noticed a feature where the user can install "update operations" that get executed once per frame. addUpdateOperation() is the function I am talking about. I was wondering if this method of updating the scene graph has any advantages over the classic

[osg-users] strange behavior in osgmultiplemovies example with FFMPEG plugin

2014-09-25 Thread Christian Buchner
Hi, I just built the FFMPEG plugin for OSG 3.2.1 using one of the daily builds found here: http://ffmpeg.zeranoe.com/builds/ I notice that in the osgmultiplemovies example, the movies are initially in paused state, yet the "current time" counts upwards. When you a while and then click on a movie

Re: [osg-users] OSG CEGUI integration updated for cegui 0.8.4

2014-09-16 Thread Christian Buchner
Sorry, I meant to post this to osg-submissions. Oh well, it's too late for regrets now. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] OSG CEGUI integration updated for cegui 0.8.4

2014-09-16 Thread Christian Buchner
I am attaching four files that can go into OSG's "examples" folder, preferrably into the myosgcegui subdirectory. I prefix all my own test samples with "my" so I can more easily identify them. It's Wang Rui's CEGUI integration example from the OpenSceneGraph3 cookbook, updated to work and compile

Re: [osg-users] Help: how to send non-filtered sampler2Drect to fragment shader?

2014-09-05 Thread Christian Buchner
I am always using the texture2DRect() function to access my texture rectangles. In combination with NEAREST sampling and passing pixel coordinates as a vec2, this works just fine for getting the original pixel values. Is there a specific reason you are using texelFetch() ? Christian 2014-09-04

Re: [osg-users] Help: how to send non-filtered sampler2Drect to fragment shader?

2014-09-04 Thread Christian Buchner
Hi, have you tried also setting the minification filter to NEAREST? osg::Texture2D::MIN_FILTER Christian 2014-09-04 13:14 GMT+02:00 shuiying Wang : > Hello, > > I would like the fragment shader to read values from a uniform > sampler2DRect. > > The sampler2DRect stores some data that I wan

Re: [osg-users] performance issues with Intel. Display Lists and VBOs...

2014-08-27 Thread Christian Buchner
My main isse is that the settings are baked into the .osg and .ive objects that I generate with osgconv, so that I have to add a node traversal in my application to change the settings to my liking. But then, node traversal with the visitor pattern really isn't too hard. I am getting the hang of i

[osg-users] performance issues with Intel. Display Lists and VBOs...

2014-08-27 Thread Christian Buchner
Hi, I notice that osg and osgconv by default prefers to create drawables that have useDisplayList set to TRUE and useVertexBufferObjects set to FALSE. I have a model of Manhattan with 2 million vertices, 800k polygons consisting of about 800 drawables. As is, the model only renders at 10 FPS on I

Re: [osg-users] osgExp 3ds max transforms

2014-08-25 Thread Christian Buchner
Hi, just a wild guess - could it be that the exported model itself contains a transformation node as a parent, possibly with an absolute reference frame? This can be checked by using osgconv and converting your model to ASCII .osg format. Christian 2014-08-25 16:41 GMT+02:00 Jorge D'Alpuim :

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-17 Thread Christian Buchner
could this be worked around by wrapping the OsgOculus library as some kind of RPC service, and making RPC calls to it instead of dynamically linking? Christian 2014-08-17 0:13 GMT+02:00 Björn Blissing : > Hi Jan, > > Well, their SDK is still open source. I was actually forced to rebuild the >

Re: [osg-users] Has anyone built the OSG FBX plugin with VS 2013?

2014-08-14 Thread Christian Buchner
> > On Wed, Aug 13, 2014 at 4:47 PM, Christian Buchner < > christian.buch...@gmail.com> wrote: > >> Hi, >> >> it appears that only the 2015.1 AutoDesk FBX SDK is compatible with >> Visual Studio >> 2013. The current OSG FBX plugin builds either agains

[osg-users] Has anyone built the OSG FBX plugin with VS 2013?

2014-08-13 Thread Christian Buchner
Hi, it appears that only the 2015.1 AutoDesk FBX SDK is compatible with Visual Studio 2013. The current OSG FBX plugin builds either against the 2014.1 or the 2013.1 SDK versions. Has anyone succeeded using the 2015.1 SDK version with VS 2013? Christian __

Re: [osg-users] Goood news, Today the pre vice chairman of china ARMY is arrested!

2014-06-30 Thread Christian Buchner
Hi all, Can we not use this list for political statements/criticism/propaganda please? Unless there's a 3d model or OSG based visualization of said arrest, the majority of this list won't be interested. Christian 2014-06-30 14:05 GMT+02:00 LearningOSG LearningOSG : > Congratulation! > > chee

Re: [osg-users] Probems with compiling osg3.2.0 in debug vs. release in Windows.

2014-05-28 Thread Christian Buchner
I have had other virus scanners also flag some of the osg samples as viruses. Instructing the virus scanner to always ignore a particular file or folder will help. Sort of a whitelisting approach. If your virus scanner doesn't have that option, consider switching products. 2014-05-27 22:05 GM

Re: [osg-users] sorting in renderbin

2014-02-03 Thread Christian Buchner
your render bin must be a depth sorted bin, created e.g. like pStateSet->setRenderBinDetails( 5, "*DepthSortedBin*" ) the TRANSPARENT_BIN is depth sorted by default. Christian 2014-02-03 Daniel Schmid : > Hi all > > > > I have a custom renderstage, that I use for prerendering of a > sub-s

Re: [osg-users] Problem with 3D image for scientific visualization

2014-01-21 Thread Christian Buchner
can't you split your data set across several 3D textures and join these back together during the visualization phase? 2014/1/21 Josiah Jideani > Hi Sebastian, > > I checked the KInfocenter on OpenSUSE and it says the Max. 3D texture size > is 2048. The OpenGL wiki says "For 3D textures, no d

[osg-users] loading animated GIFs or TIFF files with OSG plug-ins?

2013-11-06 Thread Christian Buchner
Does OSG have the capability to load image files with multiple images, such as multi-page TIFF files, or animated GIFs? Currently we show non-animated state icons on top of some little computer people our the 3D environment. It would be nice if we could just load an animated GIF and flip the indiv

Re: [osg-users] OpenSceneGraph-3.0.1 and malware infection

2013-10-28 Thread Christian Buchner
I've previously raised this issue here. For me it was two or three code examples getting flagged by AntiVir (and several other engines on virustotal.com) 2013/10/28 Chris Hanson > I call BS. Anti-viruses are always throwing false positives on binaries > they've never seen before. > > I've not

Re: [osg-users] OSG Multi-Touch input. TouchData [SEC=UNCLASSIFIED]

2013-09-10 Thread Christian Buchner
there is a MultiTouch camera manipulator in OSG 3.1 and OSG 3.2 which isn't truly practical (zoom is way to sensitive), but it is a good sample on how to process multi touch events. Christian 2013/9/10 Doran, Mitchell (Student) > *UNCLASSIFIED* > > > Hi All, > > I'm new to Open Scene Graph b

Re: [osg-users] osgOcean Project : How does shader work?

2013-09-04 Thread Christian Buchner
Relevant links to be found here http://lmgtfy.com/?q=fft+ocean+simulation 2013/9/4 WillScott > Hi everybody, > Recently , I have read the open source code provided by osgOcean > project. And FFTOceanSurface class is really hard to understand , > especially in the shader technique in os

Re: [osg-users] Performance of Uniform-Buffer-Objects and question to the software design of osg::BufferObject

2013-08-28 Thread Christian Buchner
A lot of this performance issue may depend on the specific implementation in your driver. Are you using Intel, nVidia or AMD (ATI) graphics? Christian 2013/8/28 Marcel Pursche > Hi, > > I am currently evaluating the performance of uniform buffer objects vs. > regular uniforms. My demo applica

Re: [osg-users] Make object totally transparent, but not hide :D

2013-08-22 Thread Christian Buchner
Overriding an object's color (or material) with a fully transparent one might also work, given that it doesn't come with its own color array already. 2013/8/22 Dario Minieri > Hi, > > Thanks for replies, this works with traversal mask and drawcullback > override also. > > Thank you! > > Cheers,

Re: [osg-users] vertex shader culling problem: potential fix

2013-08-22 Thread Christian Buchner
Have you tried attaching a custom cullCallback to your geometry that always returns false? This is how I usually force hiding or showing of certain geometries. Christian 2013/8/22 Anton Fuhrmann > > robertosfield wrote: > > Hi Tony, > > It sounds like you are confusing OSG culling and OpenGL c

Re: [osg-users] osg 3.0.1 Windows: GUIEventAdapter.getUnmodifiedKey() always returning 0 ?

2013-06-25 Thread Christian Buchner
A possible reason for unmodifiedKey being unavailable for me seems to be that neither QGraphicsWindowQt.cpp nor QGraphicsviewAdapter.cpp in osgQt contain any code to handle the unmodifiedKey property of osg Events. Christian ___ osg-users mailing list os

Re: [osg-users] osg 3.0.1 Windows: GUIEventAdapter.getUnmodifiedKey() always returning 0 ?

2013-06-25 Thread Christian Buchner
I am doing some Qt integration, which might complicate things. class OpenGLScene : public QGraphicsScene, public osgViewer::Viewer; My osg Viewer is also a QGraphicsScene and displays UI elements in a Qt Window on top of a 3D GUI rendered in osg. I should also test the ea.getUnmodifiedKey() func

[osg-users] osg 3.0.1 Windows: GUIEventAdapter.getUnmodifiedKey() always returning 0 ?

2013-06-25 Thread Christian Buchner
Hi I added this piece of code into a GUI event handler on OSG 3.0.1 My intention was to react to presses of shift-0 through shift-9 in a way that does not depend on the current keyboard layout. if (ea.getModKeyMask() & osgGA::GUIEventAdapter::MODKEY_LEFT_SHIFT ||

Re: [osg-users] osg support for fast pixel readback from FBOs?

2013-06-14 Thread Christian Buchner
2013/6/11 Robert Osfield > You can use osg::PixelBufferObject to assist with transferring data to and > from the GPU. The > OpenSceneGraph/osgscreencapture example illustrates the use of PBO's > including buffering. > Hmm, strange. The osgscreencapture sample does not use the osg::PixelBufferOb

Re: [osg-users] osg support for fast pixel readback from FBOs?

2013-06-11 Thread Christian Buchner
Thanks for this information. I think I can tolerate a frame of delay in my read back. My frame buffer format is float with four color channels, I hope that does not cause additional slow-downs (due to falling out of the fast path in the driver) Christian __

[osg-users] osg support for fast pixel readback from FBOs?

2013-06-11 Thread Christian Buchner
Hi, my osg based application creates several FBOs and lets slave cameras render into them "on demand" (i.e. the slaves are turned on only whenever an update is required(). I now require high speed access to this rendered data with the CPU, ideally without stalling the render pipeline to avoid stu

Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-04-03 Thread Christian Buchner
Why not just build an approximate mesh based on the Oculus projection formula? ;) Christian 2013/4/3 Jan Ciger > On 04/03/2013 10:58 AM, Robert Osfield wrote: > >> The question for me is how best to wire up the interface for the stereo >> support and any other schemes. One approach is to lea

Re: [osg-users] Integration of stereo and distortion correction into osgViewer

2013-03-29 Thread Christian Buchner
Would supporting barrel predistortion for the Oculus Rift VR headset touch this area of work as well? Mathematically speaking it's slightly more advanced than keystoning, but both could be implemented with a distortion mesh. Christian 2013/3/29 Robert Osfield > Hi All, > > > With the work o

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-03-21 Thread Christian Buchner
My point is that there is no need to wait for the thing to arrive to actually implement something. The barrel distortion parameters can also be adjusted when the hardware finally arrives ;) Christian ___ osg-users mailing list osg-users@lists.openscenegr

Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Christian Buchner
The front and back material properties were set to same values, it's just that when doing the calculations for the back side, the normal vector is not pointing towards the light source but away from it. I only looked at this issue briefly, and concluded that it would take some GLSL to fix it. Chr

Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Christian Buchner
@cbuchner1 > Hmm, well I bet a lot of software relies on that feature... I found threads by the Blender team who had to create workarounds because on some newer Geforce cards (4xx and 5xx series) suddenly the viewport update were orders of magnitude slower. http://blairwillems.com/2012/04/28/blen

Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Christian Buchner
When I tried two sided lighting yesterday, I found that the back faces were lit, but not in the same way as the front faces. Also note that on most recent Geforce cards two sided lighting will not be hardware accelerated. They did that to boost the sale of their professional Quadro series of cards

[osg-users] Windows: osgscribe.exe built in Visual Studio 2010 raises (false?) virus/trojan alarms

2013-03-12 Thread Christian Buchner
Hi, I am building OpenSceneGraph 3.0.1 on Windows 7 32bit using Visual Studio 2010 Express using dependencies found here: http://members.iinet.net.au/~bchrist/3rdParty_VC10_x86_x64.zip What really is annoying is that some of the compiled examples persistently trigger AntiVirus alerts. We've had t

Re: [osg-users] PRE_RENDER ignores depth buffer?

2013-03-11 Thread Christian Buchner
Maybe your pre/post cameras have a clearMask that erases the depth buffer? Just in case it matters: My recent osg-submission "myosgoit" shows how to copy the depth buffer from one pre/post render camera to another - in case a multi pass algorithm needs to be based on some kind of pre-initialized

Re: [osg-users] silverlining integration in OSG. Manually drawing clouds -> problem

2013-02-26 Thread Christian Buchner
My problem is that the clouds are supposed to become part of my depth peeling algorithm for achieving proper transparency, and hence I cannot just draw them after everything else ;) I need to draw the clouds without any alpha blending enabled, because the depth peeling will blend the clouds into t

Re: [osg-users] Fwd: setting a polygon height

2013-02-26 Thread Christian Buchner
I've done this stuff before for buildings that are vertically extruded from a polygon shape step 1) create an osg::Geometry 2) create a vertex buffer with two copies of the polygon vertices, the second copy having a different z coordinate. use setVertexArray() 3) For proper lighting, create a norm

Re: [osg-users] osgdepthpeeling or osgoit

2013-02-25 Thread Christian Buchner
I've just posted an overhauled version of osgoit to osg-submissions. You may want to have a look. Compositing with solid geometry is now possible, and mix-and-match with GLSL shaders in transparent objects works fine. Tested on nVidia so far. Hopefully that HeatMap GLSL thing also renders on Inte

Re: [osg-users] resthttp plugin build issues

2013-02-24 Thread Christian Buchner
your end? > > cheers, > > Stephan > > Am 23.02.13 20:50, schrieb Christian Buchner: > > Hi, > > > > in order to successfully build the resthttp plug-in from OpenSceneGraph > > trunk I had to modify its CMakeLists.txt file to this: > >

Re: [osg-users] initializing the depth buffer with another camera's buffer before rendering

2013-02-21 Thread Christian Buchner
o& to an actual fbo pointer. *sigh* Christian 2013/2/21 Christian Buchner > Hi, > > I've been modifying the "osgoit" code sample to allow opaque objects to > occlude the depth peeled layers. > > I found that rendering the opaque geometry into the depth

[osg-users] initializing the depth buffer with another camera's buffer before rendering

2013-02-21 Thread Christian Buchner
Hi, I've been modifying the "osgoit" code sample to allow opaque objects to occlude the depth peeled layers. I found that rendering the opaque geometry into the depth buffer of each peeled layer causes a lot of overhead because of the extra culling and geometry passes each time. Instead I would

Re: [osg-users] osgdepthpeeling or osgoit

2013-02-20 Thread Christian Buchner
I am currently finding a problem with the osgoit demo (as found in OSG 3.0.1). The osgviewer by default starts in full screen mode, and never generates an initial RESIZE event. I am testing this on Windows, if that matters. The _texWidth and _texHeight members of the DepthPeeling object remain at

Re: [osg-users] osgdepthpeeling or osgoit

2013-02-20 Thread Christian Buchner
undertaking. Alternatively I might have to switch from Texture Rectangles to regular Texture2D objects, fortunately there is a #define for that. Christian 2013/2/20 Mathias Fröhlich > > Hi, > > On Tuesday, February 19, 2013 19:07:59 Christian Buchner wrote: > > After some futile at

Re: [osg-users] osgdepthpeeling or osgoit

2013-02-19 Thread Christian Buchner
_depthTextures[i]->setShadowCompareFunc(osg::Texture::GREATER); _depthTextures[i]->setShadowTextureMode(osg::Texture::INTENSITY); It seems that I will have to roll my own shadow comparison in GLSL. This would be in the fragment shader, I presume? 2013/2/19 Christian Buchner >

Re: [osg-users] Ideas for shiny antique Gold?

2013-02-19 Thread Christian Buchner
Maybe you can find existing GLSL metal effects and accompanying artwork in tools such as ATI RenderMonkey or nVidia's FX composer or Shader Designer. http://www.opengl.org/sdk/tools/ShaderDesigner/ Just watch out for the license of whatever code and art snippets you choose. Christian

Re: [osg-users] osgdepthpeeling or osgoit

2013-02-19 Thread Christian Buchner
ecome too complicated for the simpler algorithms. Depth peeling seems to be the way to go for us. Thank you for providing the osgoit demo! 2013/2/19 Mathias Fröhlich > > Hi, > > On Monday, February 18, 2013 15:56:02 Christian Buchner wrote: > > does osgoit require the loaded 3D

Re: [osg-users] osgdepthpeeling or osgoit

2013-02-18 Thread Christian Buchner
does osgoit require the loaded 3D model to be transparent already? I remember that I was able to run osgdepthpeeling with the dumptruck model successfully, but with the osgoit sample I can't get this to render any transparency at all. 2013/2/17 Mathias Fröhlich > > Hi List, > > On Sunday, Feb

Re: [osg-users] how about high quality transparency in OSG?

2013-01-24 Thread Christian Buchner
Check out the osgdepthpeeling code sample for one (somewhat slow) implementation of depth peeling. We don't have automatic triangle sorting, but we do have sorting of drawables and geodes in the "DepthSortedBin" render bins. Christian ___ osg-users mail

Re: [osg-users] Integration of a NodeKit for Sky Rendering

2013-01-18 Thread Christian Buchner
This nodekit is a godsend! And the license seems pretty permissive, too. Christian 2013/1/18 Limberger, Daniel > ** ** > > ** ** > > *From:* Limberger, Daniel > *Sent:* 18 January 2013 15:50 > *To:* Engel, Juri > *Subject:* Integration of a NodeKit for Sky Rendering into OSG > > ** ** > >

Re: [osg-users] Drawing only a specific bin (e.g., the Transparent render bin)..

2013-01-12 Thread Christian Buchner
You could use an individual bit in the node mask of each geode or drawable added to a specific render bin. Then you can turn on and off bins by setting the appropriate bitpattern in the camera's mask. Caveat: This only supports up to 32 individual bins and may clash with other code already using n

Re: [osg-users] Model Matrix in Vertex Shader

2012-12-20 Thread Christian Buchner
Is there one definitive list that explains all the built-in osg uniforms? This one would have come handy earlier, but I did not know about it. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinf

Re: [osg-users] Depthmap from light's point of view

2012-12-13 Thread Christian Buchner
if you look at the implementation of osgShadow, in particular the osg::ShadowMap class you will see how to render the scene from the light's point of view for the purpose of creating a depth map. The depth map is then later used when rendering the main view, for superimposing a shadow. Warning: th

Re: [osg-users] how about high quality transparency in OSG?

2012-11-27 Thread Christian Buchner
There's definitely sample code for depth peeling available (osgdepthpeeling) Sorting of geodes by distance is also implemented as a render bin feature - but sorting at geode level may be a bit too coarse. Transparency has been an issue in many forum/mailing list topics - because it's hard and non

Re: [osg-users] Triangle colored from both sides?

2012-11-21 Thread Christian Buchner
Have you played with osg::LightModel state attribute yet? Maybe enabling/disabling two sided lighting makes a difference. // Enable two sided lighting osg::LightModel* lightModel = new osg::LightModel; lightModel->setTwoSided(true); stateSet->setAttributeAndModes(li

Re: [osg-users] questions on simple skeletal animation for crowd simulation

2012-11-20 Thread Christian Buchner
Are you sure your agents need to be full 3D models? I've done something using perspective billboards, in the osgrvo2 sample in the osgRecipes repository maintained by Wang Rui. The billboards were rendered in Poser using a python script that rendered it out from many viewing angles. The GPU can e

Re: [osg-users] Positioning the camera

2012-11-15 Thread Christian Buchner
You're trying to set the view matrix on the camera which may get overwritten by the camera manipulator at the beginning of each frame. Instead, check your camera manipulator (e.g. TrackballManipulator) if it has a member function that accepts a view matrix. Some camera manipulators (like the Terra

Re: [osg-users] Sharing some screenshots of my present work :-)

2012-11-14 Thread Christian Buchner
shapes. The ground looks so strange because it displays radio coverage by radio cell. Christian 2012/11/14 Christian Buchner > Hi, > > Congratulations, this is looking really good! > > I am also building a city model, but on a much smaller scale - it is used > in a radio simulation

Re: [osg-users] Sharing some screenshots of my present work :-)

2012-11-14 Thread Christian Buchner
Hi, Congratulations, this is looking really good! I am also building a city model, but on a much smaller scale - it is used in a radio simulation of 4G networks. I have recently added Silver Lining for sky and clouds, shadow mapping (the very basic algorithm), some water and reflections of buildi

[osg-users] how to add a shadow technique to an existing application?

2012-11-02 Thread Christian Buchner
I've been testing integrating the silver lining clouds and sky SDK into our application. The light source (position and color) is dynamically updated by silver lining, and it would be nice to have matching shadows. The application display part of a city skyline (about 2km by 2km). The ground and w

Re: [osg-users] Fail to install due to osg80-osgDBd.dll is missing

2012-10-21 Thread Christian Buchner
Hi Kevin, You should not try to install a debug build in the first place, as it will depend on the Visual C++ debug runtime, which isn't legally redistributable. Furthermore you'd have to ship a debug build of OSG too, which is bigger and bulkier and runs much slower. Christian __

Re: [osg-users] Can I run OSG even on 128MB RAM grapics card

2012-09-21 Thread Christian Buchner
A lot of the older Intel graphics cards do the vertex transformations (T&L, vertex shaders etc) on the CPU. If your scene has lot of vertices, you will feel it. If you need the performance to be acceptable on Intel cards, you have to account for that - for example by adding dynamic level of detail

Re: [osg-users] Rendering issues with `osgVolume::RayTracedTechnique`?

2012-09-19 Thread Christian Buchner
Have you seen this bit of output? One of the shaders failed validation: # glValidateProgram FAILED "" id=1 contextID=1 # infolog: # Texture unit 0 is accessed both as sampler1D and sampler3D Christian ___ osg-users mailing list osg-users@lists.openscene

Re: [osg-users] Rendering issues with `osgVolume::RayTracedTechnique`?

2012-09-19 Thread Christian Buchner
Hi, Sorry, please disregard my last message - I wasn't reading carefully. There are "is supported" and "is not supported" messages. The "is not supported" messages require a closer look. Christian ___ osg-users mailing list osg-users@lists.openscenegrap

Re: [osg-users] Rendering issues with `osgVolume::RayTracedTechnique`?

2012-09-19 Thread Christian Buchner
> I am not quite sure what to make of the "...is not supported" entries. > Is anyone able to help? The sections OpenGL extensions supported by installed OpenGL drivers are: and OpenGL extension 'XXX' is supported. are somewhat contradicting each other. I suspect your driver installation may b

Re: [osg-users] adding tool tips to objects in a 3D scene

2012-09-19 Thread Christian Buchner
> I've been asked to add some tool tips to objects in a 3D scene, and I > wonder if there is anything existing in OSG that would facilitate an > implementation. I figured it out myself - and I think I got that done with quite minimal effort. We're already integrating Qt and OpenSceneGraph by mean

[osg-users] adding tool tips to objects in a 3D scene

2012-09-17 Thread Christian Buchner
Hi, I've been asked to add some tool tips to objects in a 3D scene, and I wonder if there is anything existing in OSG that would facilitate an implementation. Essentially as you hover over a 3D object and leave the mouse there for about one second, it should pop up with a small overlay containing

Re: [osg-users] Understanding draggers - and a possible bug in OSG 3.1 dev branch?

2012-09-13 Thread Christian Buchner
> How would I use the object's own geometry of the object as the clickable hot > spot? I've been trying to implement a geode called DraggableCylinder which inherits from the dragger. And I want this geode to also implement the constrain() and receive() functions from osgManipulator::Constraint an

Re: [osg-users] Understanding draggers - and a possible bug in OSG 3.1 dev branch?

2012-09-11 Thread Christian Buchner
Here's my shot at using a subclassed Translate2DDragger to move actual objects on a plane (without displaying any handles). They key is to make the movable object a child of the dragger, and to disallow the dragger to override the color of that child. See attachment. Christian /* OpenSceneGraph

Re: [osg-users] Understanding draggers - and a possible bug in OSG 3.1 dev branch?

2012-09-11 Thread Christian Buchner
Hi all, a quick followup. The TabPlaneDragger seems to work fine in OSG 3.0.1, so it appears the problem is limited to the current development branch. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.or

[osg-users] Understanding draggers - and a possible bug in OSG 3.1 dev branch?

2012-09-11 Thread Christian Buchner
in the osgmanipulator.cpp sample (using OpenSceneGraph 3.1.2 dev release): Why is the gray cylinder not moving with the TabPlaneDragger ? I can only move the dragger frame around, but the object linked to it does not respond. Is that a bug or a feature? Are composite draggers broken? How would I

Re: [osg-users] OSG merchandising

2012-08-30 Thread Christian Buchner
Are you serious about offering an OSG thong? ;) Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] instanced drawing of dynamic objects

2012-07-26 Thread Christian Buchner
Do you also need support for rotating the cubes? Or is displacement and scaling and color manipulation sufficient? Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegra

Re: [osg-users] instanced drawing of dynamic objects

2012-07-26 Thread Christian Buchner
I don't have experience with true OpenGL instancing. But... the last pseudo-instanced renderer I worked on was based on the osgforest osg sample. It even runs on outdated Intel GMA 945 chipsets, using ARB fragment shaders performing the dynamic repositioning of the geometry. The osgforest sample c

Re: [osg-users] Question for understanding the way OSG internally works

2012-07-23 Thread Christian Buchner
Hi, Programming vertex shaders is most likely what you want, as these allow you to modify your geometry "on the fly" to create a wavy appearance. If your mesh is rather coarse, you may either have to tesselate it finer, or you also have to add a pixel shading as well, e.g. for a per pixel displace

Re: [osg-users] behavior of osg Tesselator with alpha transparency

2012-07-09 Thread Christian Buchner
Thank you for your input. I now understand that the tesselation does not take into account any vertex attributes, so I cannot really rely on the tesselator to produce a visually pleasing result when these vertex attributes differ from vertex to vertex. I worked around it by manually specifying th

[osg-users] behavior of osg Tesselator with alpha transparency

2012-07-06 Thread Christian Buchner
Hi, I was trying to generate a textured halo around a flat (2D) geometric shape that is supposed to fade with distance without using any GLSL. The shape is a convex polygon. My approach is to create a polygon with a hole, where the vertices on the outer ring has alpha transparency 0 and those on

Re: [osg-users] rotate an osg object with two fingers on a touch screen (Android)

2012-06-26 Thread Christian Buchner
I've been thinking about this problem as well, as there is currently no generic multi touch capable camera manipulator. In my application I would need something like the terrain manipulator, but capable of handling two touch points. Multitouch dragging/rotation could be implemented by alternating

Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything :-)

2012-06-21 Thread Christian Buchner
Permission granted to use my osgrvo2 integration example (massive agent simulation) Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] [ANN] Proland: a new open source planet rendering engine

2012-05-29 Thread Christian Buchner
So who will be porting this to OSG ;) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Polygon budget estimate for OSG ?

2012-05-14 Thread Christian Buchner
That estimate would be provided by running benchmarks with scenes of varying complexity. Record FPS vs. polygon count. Pressing the "s" key in osgviewer a couple of times will also yield some detailed statistics about the number of primitives in the scene, and more. Christian

Re: [osg-users] [ANN] OpenSceneGraph 3 Cookbook Published!

2012-04-05 Thread Christian Buchner
> I'm glad to announce the publication of the book OpenSceneGraph 3.0 > Cookbook Overall I like the book. And interestingly, the examples are not scaring me away with their complexity. Here is some nitpicking. Spelling errors like "phone shader" (should be phong) or "salve" instead of "slave". So

Re: [osg-users] Passing dae data in shader.

2012-03-26 Thread Christian Buchner
I'd say you would have to modify the DAE reader according to your shader's needs, or alternatively you'd need to do some postprocessing on the returned geometry. I would think that modifying the reader might be easier than processing its generated output. Christian ___

Re: [osg-users] Any libraries of public domain shapes for Open Scene Graph?

2012-03-20 Thread Christian Buchner
There are some objects in osg::ShapeDrawable, but they are not optimized for speedy rendering. Its constructor takes an osg::Shape, such as Box, Capsule, Cone, Cylinder, Sphere, ... Good enough for composing test scenes. Christian ___ osg-users mailing

Re: [osg-users] Any libraries of public domain shapes for Open Scene Graph?

2012-03-19 Thread Christian Buchner
I am not the original poster, but I'd love to see a library of implicitly (mathematically) defined shapes that use GLSL raytracing/raymarching for rendering. So you can get perfect spheres without any geometry load. Spheres, Cones, etc... that kind of stuff that is hard to tacke with meshes. If t

[osg-users] multitouch-capable camera manipulators for terrain?

2012-03-14 Thread Christian Buchner
Hi, with the recent addition of Multitouch support for OSG 3.1 on Windows (thank you whoever committed this), I would like to ask what kind of support for Multitouch the current camera manipulators have. I think what could be very useful is an osgGA::TerrainManipulator where you can grab two poin

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-13 Thread Christian Buchner
My guess is that it affects the drawable only. But I am not really qualified to answer that. Christian Am 13. März 2012 17:57 schrieb Ethan Fahy : > Thanks Christian, > > To clarify, if I have a scene with lots of objects that are bound per vertex > and just one, relatively simply object that is

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-13 Thread Christian Buchner
Attention, almost anything that is BIND_PER_PRIMITIVE will force osg into a slow render path that does make use of immediate draw calls. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/

Re: [osg-users] Simuating realistic large crowds with RVO2 C++ library

2012-03-13 Thread Christian Buchner
I have just just posted this to osg-submissions. For the required 2D artwork, please contact me by E-mail once you have succeeded compiling this. It is probably a bit easier to get going on Linux than on Windows. The FindRVO2.cmake module needs more work to work on windows and accept pre-built RVO

Re: [osg-users] Simuating realistic large crowds with RVO2 C++ library

2012-03-12 Thread Christian Buchner
The algorithm in RVO2 switches to some kind of fluid model for very dense clusters of agents. They have papers about it on their web site if you are interested. I have my demo running now. Some 1200 people trying to walk across an intersection, like in Japan ;) Now I need to make sure the required

[osg-users] Simuating realistic large crowds with RVO2 C++ library

2012-03-09 Thread Christian Buchner
Hello, I am currently working on a demo that shows the use of the RVO2 C++ library with OpenSceneGraph. Check out these videos to get an idea of what RVO2 is capable of: http://www.youtube.com/playlist?list=PLD56A0C7765234DCD&feature=plcp This amazing library can be used for simulating large crow

Re: [osg-users] Performance question: Switch / NodeMask / WriteToFile

2012-03-09 Thread Christian Buchner
> Here is my repro case for the 1 children of a switch node causing > massive cull times. Tried this piece of code on Linux with osg 3.1.1 developer release. I do not observe any high cull times here, even when drastically increasing the number of children of the switch node. Too bad, my inten

Re: [osg-users] Performance question: Switch / NodeMask / WriteToFile

2012-03-06 Thread Christian Buchner
Here is my repro case for the 1 children of a switch node causing massive cull times. Just enable the stats with the 's' key. Even though most children are turned off, they seem to be processed in the cull traversal - the culling dominates the render time. I do not understand enough of OpenSc

Re: [osg-users] Performance question: Switch / NodeMask / WriteToFile

2012-03-06 Thread Christian Buchner
We had 1 children in an osg::Switch, all osgText::Text objects (which themselves were children of a PositionAttitudeTransform object). Nearly all of them were disabled in the parent osg::Switch. The culling pass would take forever (especially noticeable in debug builds of the software). Beside

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