Re: [osg-users] FBO setup not working..

2018-05-09 Thread Julien Valentin
Hi, Strange issue...:/ The first tought coming to my mind about it is perhaps default graphic context format provided by ATI driver throught Win32WindowingSystem is not DEPTH24STENCIL8 but DEPTH16... but it's a guess... Perhaps giving us log with info notify level can be more helpfull to

Re: [osg-users] "hooking" into the Trackballmanipulator transform

2018-05-08 Thread Julien Valentin
Hi Indeed derivation is the answer and overriding Code: virtual bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us ); should be sufficient Cheers loopy wrote: > Hi, > I need to "hook" into the TrackballManipulator to provide feedback to the > user. As the user

Re: [osg-users] OSG Python bindings

2018-04-30 Thread Julien Valentin
Hi, not update since 2012 doesn't necessary mean it's abandonned... I've checked osgswig at the time, but don't found it very usefull. it's not a proper wrapping and it avoid extensibility (you can't subclass generated). However as it's parser based you can make it work with a minimum effort. I

Re: [osg-users] [customizing manipulator] problem with delta mouse pos

2018-04-24 Thread Julien Valentin
but when I make larger mouse movement > i get lost. It look like the where numerical drift in the transformation > from normalized screen to Euler Angle...or something.. > > I can post the code but if someone already experience the problem it would be > welcome > Edit: > Is the loop

[osg-users] [customizing manipulator] problem with delta mouse pos

2018-04-24 Thread Julien Valentin
: > Hi Julian, > > On 23 April 2018 at 20:13, Julien Valentin <> wrote: > > > I'm beginning the implementation of my own StandardManipulator > > and would like to make a classic fps controller. > > So mouse must stay centered all delta mouse pos

Re: [osg-users] How to set mouse position

2018-04-23 Thread Julien Valentin
Hi I'm beginning the implementation of my own StandardManipulator and would like to make a classic fps controller. So mouse must stay centered all delta mouse pos be captured However I found out that requestWarpPointer posts a wrapMouse event both in Viewer and GraphicWindows implementations. it

Re: [osg-users] Reference Count too high and memory not being freed

2018-04-21 Thread Julien Valentin
Hi, I personnally don't have big experience with osgearth but I think we can't help you with such a little description of your problem...Where do you call the provided code? In an UpdateCallback? Perhaps the best for all would be you try to reproduce the issue in a short example to make the

[osg-users] Camera serializer and culling

2018-04-21 Thread Julien Valentin
Hi, Doing some RTT serialization I came into an issue: I just saw that only inheritedmask is the only CullSetting serialized. Neither CullMode neither NearFarComputeMode I also set Node::ActiveCulling to false (does it even do anything) but nothing do the trick: some of my Geometry are never

Re: [osg-users] geometry shader with opengles

2018-04-03 Thread Julien Valentin
On osx, opengl requires strict gl context, so you have to use core version your shader lyn wrote: > Hi, > > I have succeeded on Android ,But not well on IOS,whether it is iphone4 or 6p > or 6sp... > they all show: version '310' is not supported > (geometry shader only works on es3.1 later) >

Re: [osg-users] geometry shader with opengles

2018-04-02 Thread Julien Valentin
Hi osgtransformfeedback example is surely what you're searching for. And give us feedback, i haven't tested tfb on es plateform.. Cheers lyn wrote: > Hi, > > I want to know if osg support geometry shader with opengles3.2?I have changed > the profile to GLES3.I'm now testing on IOS. > I have

Re: [osg-users] BAD design of TextureAttribute

2018-03-31 Thread Julien Valentin
Hi all Please apologize my tone , You don't have to experience my autofrustration. I have a cascade of issues with my "cascaded osgstuffing" and merging with upstream was really a bad idea... Will try to be more self-contained in my comment Nevertheless, I think you're all understanding why I

Re: [osg-users] BAD design of TextureAttribute

2018-03-30 Thread Julien Valentin
Sorry all it's late and i began to fail I rethink again and in fact I'm right, no meaculpa dude :) Setting member of textureattribute to zero don't bother tu sharing as type do the trick in that particular case. Goodnight mp3butcher wrote: > Sorry I forgot texgen et al...so mea culpa i can't

Re: [osg-users] BAD design of TextureAttribute

2018-03-30 Thread Julien Valentin
Sorry I forgot texgen et al...so mea culpa i can't say there no use case of tu sharing so I can't say getmember should be 0mmh there's a strange design issue there: getMemberType must be a unique key in ss per tu attrmap but getmember is stateset dependent Will think about it...

[osg-users] BAD design of TextureAttribute

2018-03-30 Thread Julien Valentin
Hi, Searching for the bug once again i found that there were changes in Texture base classI will dig what was the purpose of this new design but i suspect its use is to conform with the pragma pipeline. At first glance, making tu member of TextureAttribute is really a bad design but perhaps

Re: [osg-users] Bug with new BaseUniform

2018-03-30 Thread Julien Valentin
t 0 is good)... Am I right? robertosfield wrote: > Hi Julien, > > On 30 March 2018 at 13:10, Julien Valentin <> wrote: > > > Since I merged with osg master the 03/22, I encountered a bug: > > I don't understand it yet but it crashes in optimizer l614 comparin

[osg-users] Bug with new BaseUniform

2018-03-30 Thread Julien Valentin
Hi, Since I merged with osg master the 03/22, I encountered a bug: I don't understand it yet but it crashes in optimizer l614 comparing a baseUniform(which should be a uniform) with a uniform. This silly baseuniform seams to be instanciated via osgb file reading Will give more lead but Robert

Re: [osg-users] View coordinates of a 3D point

2018-03-17 Thread Julien Valentin
Short answer is no The maths has been covered plenty of time search the forum Why not use TransformFeedBack and readback Arrays from gpu..? It's here for that kind of stuff arennuit wrote: > Dear OSG forum, > > Knowing the 3D coordinates of a point, is there an easy way in OSG to compute > its

Re: [osg-users] The importance of using Camera::setDrawBuffer()+setReadBuffer() in application setup

2018-03-10 Thread Julien Valentin
Sorry, false alarm (shouldn't post when tired) It was my fault forgot to rebuild my nodekits... mp3butcher wrote: > I haven't followed recent developpement this last 15 days but after merging > my fork with master todya, all my rtt stuff saved as osgb doesn't work > anymore(freeze). > You

Re: [osg-users] The importance of using Camera::setDrawBuffer()+setReadBuffer() in application setup

2018-03-09 Thread Julien Valentin
I haven't followed recent developpement this last 15 days but after merging my fork with master todya, all my rtt stuff saved as osgb doesn't work anymore(freeze). You said using using osgviewer would be okay but it doesn't seams to work I had setted all my view and rtt cam Read/Draw buffer to

Re: [osg-users] Looking for FBX models to test out our FBX plugin

2018-03-09 Thread Julien Valentin
Hi Robert I tested the two models with Software transform implementations in osganimationviewer and it worked quite well -The rig only test was successfull -The rig+morph test gives strange result : I suspect morphtarget arent yet well supported (no MorphGeometry outputed) It doesn't help a lot

Re: [osg-users] Looking for FBX models to test out our FBX plugin

2018-03-09 Thread Julien Valentin
//sketchfab.com/search?features=downloadable+animated=fbx_by=-pertinence=models > > (https://sketchfab.com/search?features=downloadable+animated=fbx_by=-pertinence=models) > > > > Cheers > > El El vie, 9 mar 2018 a las 23:04, Julien Valentin < ()> escribió: &g

Re: [osg-users] Looking for FBX models to test out our FBX plugin

2018-03-09 Thread Julien Valentin
Hi Searching sketchfab i find out that most of the so called rigged aren't...:/ so Here's the two I've found and check as real animated rig (Blender 2.79 import fbx work very nice with them) https://sketchfab.com/models/3a09c60daf6642598724a51a29e2cf28

Re: [osg-users] Copy a region of an image x,y,w,h / s,t,r

2018-03-03 Thread Julien Valentin
lol I posted without reading the post I refer to ... In theory glu has been reimplemented so it doesn't require a context to be bound anymore Give us a sample code, it's strange this feature doesn't work... mp3butcher wrote: > Hi Steal, > http://forum.openscenegraph.org/viewtopic.php?t=7810=GLU

Re: [osg-users] Copy a region of an image x,y,w,h / s,t,r

2018-03-03 Thread Julien Valentin
Hi Steal, http://forum.openscenegraph.org/viewtopic.php?t=7810=GLU All image manipulation methods are GLU based, which require a proper GL context to be created and made current. Perhaps popping a dummy osgViewer before calling these methods should do the trick... Cheers Steal wrote: > Hi, >

Re: [osg-users] [A standardized way to mod scene graph during runtime?]

2018-02-11 Thread Julien Valentin
concurrents..:/ Thanks to lever this unrational doubt :) Cheers robertosfield wrote: > Hi Julien, > > On 7 February 2018 at 18:16, Julien Valentin <> wrote: > > > Perhaps my brain bugs, > > but AFAIK there's no way to mod a scenegraph at runtime because

[osg-users] [Toward BindImageTexture completness]

2018-02-07 Thread Julien Valentin
Hi, (Sorry to spam ML but I modified a lot my last post trying to be clearer and i also though a dedicated topic would be better..) So to sum up the problem: BindImageTexture stateattribute is not a textureattribute (_imageunit != _textureunit) but it sometimes have to bind texture object on a

Re: [osg-users] BindImageTexture Crash

2018-02-07 Thread Julien Valentin
ity is happy with it > > > > robertosfield wrote: > > I have reverted the PR, this resolved the osgcomputeshaders bug. > > > > On 2 February 2018 at 09:17, Robert Osfield <> wrote: > > > > > On 1 February 2018 at 20:

[osg-users] [Persistent buffer implementation in osg]

2018-02-07 Thread Julien Valentin
Hi, I began to integrate GL immutable storages in osg (glMapBufferRange) but I blocked on the design problem of Persistent Buffer. First I haven't find a way to use vector interface for both dma and ::new memory allocation policy without violating the standard (interact directly with vector

[osg-users] [A standardized way to mod scene graph during runtime?]

2018-02-07 Thread Julien Valentin
Hi, Perhaps my brain bugs, but AFAIK there's no way to mod a scenegraph at runtime because it's shared among threads. What a pity :( Do you think a mutual exclusion "zone" should be defined in the main loop could be a good way to proceed? We'd then could define a standard way to mod sg

Re: [osg-users] Feature testing and examples in separate directory?

2018-02-06 Thread Julien Valentin
amples serve as a code examples and tests so I don't think there is > an natural division to break the examples directory in two. > > Robert. > > On 4 February 2018 at 18:29, Julien Valentin <> wrote: > > > Hi, > > > > the examples directory began to get ver

Re: [osg-users] Conan C++ dependency manager

2018-02-05 Thread Julien Valentin
You can test current recipes and improve them... Chris Hanson wrote: > I've been hoping for Conan support for OSG for some time. > > Python is a complex tool, but powerful, and I'm willing to accept its > complexity in return for what it can do. > > > On Sun, Feb 4, 20

Re: [osg-users] Online documentation not available

2018-02-04 Thread Julien Valentin
trac seams down hartwigw wrote: > Hi, > > I used the ones on this page: > > http://www.openscenegraph.org/index.php/documentation/guides/reference-guides > > Thank you! > > Cheers, > Hartwig -- Read this topic online here:

Re: [osg-users] Conan C++ dependency manager

2018-02-04 Thread Julien Valentin
https://www.youtube.com/watch?v=nLdB1ErncBg mp3butcher wrote: > Thanks for the link > I didn't know this tool, i should test it > > In conan, there's tools to download, to unzip, to invoke system package > manager, virtual runtime environment (manage env vars) > python makes conan sexy and

[osg-users] Feature testing and examples in separate directory?

2018-02-04 Thread Julien Valentin
Hi, the examples directory began to get very populated. Does anyone have arguments against a separation between unitary feature tests and examples? It would be a first step toward two base interface (example and test) and two main executables (osg_testing and osg_example_viewer) Thank you!

Re: [osg-users] Conan C++ dependency manager

2018-02-04 Thread Julien Valentin
Thanks for the link I didn't know this tool, i should test it In conan, there's tools to download, to unzip, to invoke system package manager, virtual runtime environment (manage env vars) python makes conan sexy and flexible. Further it manages dependancies (will dl what missing

Re: [osg-users] BindImageTexture Crash

2018-02-02 Thread Julien Valentin
bug. > > On 2 February 2018 at 09:17, Robert Osfield <> wrote: > > > On 1 February 2018 at 20:46, Julien Valentin <> wrote: > > > > > The bufferobject is null because of the design used for > > > unRefImageDataAfterApply feature > >

Re: [osg-users] BindImageTexture Crash

2018-02-01 Thread Julien Valentin
The bufferobject is null because of the design used for unRefImageDataAfterApply feature Texture owns textureobjects in order to deref bufferdata What I propose/ask to Robert is to release only data of the Image data keeping the chain Texture->BufferData(Image)->BufferObject(a new

Re: [osg-users] BindImageTexture Crash

2018-02-01 Thread Julien Valentin
This bug is related to how unrefaffterapply is implemented @Robert Do you think this feature could be modified to release only Image data and not the whole Image (make Image and Imagedataproxy)? This mod could lead to -generalization BufferObject to TextureObject -serialization homogenization

Re: [osg-users] BindImageTexture Crash

2018-02-01 Thread Julien Valentin
Yes, I'm not surprised my last pr was merged a bit too soon and may introduce a bug... I mentionned it wasn't clean but Robert merge it anyway My fault: I take pr more as a channel of communication than real candidates to merge dcfennell wrote: > Hello, > > The latest submission for

Re: [osg-users] Hardware skinning computeBound() calculation

2018-01-30 Thread Julien Valentin
I don't have requirements to test it by myself but can give you some insight about the vertex shader gl_ModelViewMatrix in the shader should embed the matrix scale your talking about (try to remove it from the shader if the result is the same-wich in doubt- then your scaling transform is

Re: [osg-users] Hardware skinning computeBound() calculation

2018-01-30 Thread Julien Valentin
Hi Steve You say to have a transform scaling x0.1 so you want that shrink your rig... But you seams not to want the initial bound to be shrink as well I don't understand what you're doing? If you want to compute correctbound of a HWskinned rig from the CPU the solution is to merge both SoftWare

Re: [osg-users] osgQt status

2018-01-24 Thread Julien Valentin
Hi osgQt is no more part of osg core anymore. Perhaps you could find info here but we don't even know where you get the sources. I think the more relevant and updated fork is https://github.com/mathieu/osgQt I believe it compiles under win32 latest msvc... Cheers bclay wrote: > Hi, > since

Re: [osg-users] Shaders with multiple views, possible?

2018-01-22 Thread Julien Valentin
Hi Antoine Reasons are undertandables through osg adaptation to across openGL history/evolution: In OpenGL2 there were builtins gl_XXX, in OpenGL3 these builtins have been removed. To make this evolution seamless osg brough you the osg_XXX uniforms that should be use if you're planning to

Re: [osg-users] Shaders with multiple views, possible?

2018-01-19 Thread Julien Valentin
Heu Why don't you use different uniform for your differents cameras? arennuit wrote: > Dear OSG forum, > > I am having trouble using shaders in the context of multiple views (either > several Viewer objects or a CompositeViewer). When using shaders (either > vertex or fragment), you most

Re: [osg-users] Help! New to OSG

2018-01-19 Thread Julien Valentin
You attachment seamed to fail Jmccart wrote: > Thanks so much for replying! I tried to animate and export a cylinder from > 3ds max exported out as a 3ds file, and I can see it in my osgviewer but not > the animation part. > > see attached. > > I'm using an osg viewer where I have to enter

Re: [osg-users] Why are my shaders not being used?

2018-01-19 Thread Julien Valentin
look command line results Code: 0(2) : error C7616: global function ftransform is removed after version 140 arennuit wrote: > Hi all, > > The following code renders the square in red (fixed pipeline) rather green > (shaders), I guess the shaders are not used. > > > Code: > > #define

Re: [osg-users] Help! New to OSG

2018-01-19 Thread Julien Valentin
Hi No tutorial required here I think: AFAIK the only (working) interface between 3DS and osg is the FBXPlugin. If 3DS features are correctly translated to osganimation you can use it as it is in osg. ex: Code: osganimationviewer your3DS.fbx if there's a problem (in playing animation or or

Re: [osg-users] Hardware skinning computeBound() calculation

2018-01-19 Thread Julien Valentin
Hi Steve, I hope it's the last time i explain that: -Do you know how hardware skinning work? If it's the case you know that transformation are managed through vertex shader, so you can't expect osg to keep track of correctly transformed bounds -Have you look at RigGeometry constuctor? in

Re: [osg-users] Outlining a node (Beginner)

2018-01-15 Thread Julien Valentin
Hi Lex I'm afraid the community knowledge around this feature began to fade with time... Personnaly I avoid using old parts of osg (osgFX and osgParticle for ex) because a lot of techniques used in its features have evolved in a way that new hardware are not fitted anymore to them. Perhaps

Re: [osg-users] Same vertices selected multiple times

2018-01-15 Thread Julien Valentin
Hi Antoine You've totally get it :) I would add that TemplatePrimitiveIndexFunctor is your friend for this use case Cheers arennuit wrote: > Hello and thanks for your answer, > > What you mean is that I should share the vertices when building the > osg::Geometry, right? > > This is possible

Re: [osg-users] removing texture from stateset

2018-01-13 Thread Julien Valentin
oups i post too fast I wanted to write Code: StateSet::removeTextureAttribute(unit,texatt) mp3butcher wrote: > Hi Nickolov > use > > Code: > StateSet::removeTextureAttribute(unit,texatt) > > > to remove a texture. > Moreover when you erase you iterator it invalidates it ...so don't do

Re: [osg-users] removing texture from stateset

2018-01-13 Thread Julien Valentin
Hi Nickolov use Code: StateSet::setTextureAttribute(unit,0) to remove a texture. Moreover when you erase you iterator it invalidates it ...so don't do like this Cheers Trajce Nikolov NICK wrote: > Hi Community, > > this should be simple, but I can not make it work. I have ive file with >

Re: [osg-users] Conan C++ dependency manager

2018-01-13 Thread Julien Valentin
s once you're done with the > first iteration. > I'm sure other people would try Conan then, too. > > On 11 January 2018 at 12:29, Julien Valentin <> wrote: > > > Hi > > Okay, i'm happy that conan induces such an enthusiasm, > > My plan is to create a r

Re: [osg-users] Same vertices selected multiple times

2018-01-12 Thread Julien Valentin
Hi Antoine No magic here... Either you share vertices among triangles else you manage yourself duplicates during selection Cheers arennuit wrote: > Dear OSG forum, > > I have a vertices selection problem (these are the vertices of a mesh). When > I select vertices, each vertex appears

Re: [osg-users] writeNode after readNode makes the osgb model much bigger size

2018-01-12 Thread Julien Valentin
Hi Tangrijing You may use osgDB::writeNode(*node, “456.osgb.zip”,options); or try store Images as external compressed ive Cheers jane_rita wrote: > Hi, > > I read 123.osgb file to a node, and then write it to 456.osgb ,however,the > 456.osgb has a 10 times bigger size than 123.osgb. My code

Re: [osg-users] How to get Center Parameter of CameraManipulator

2018-01-11 Thread Julien Valentin
Hi Ben If I remember correctly getHomePosition() doesn't refer to the camera dynamic(t) view center but to the static(t) center of the scene... Cheers cfjob wrote: > Hi, > > Why not use getHomePosition(), which is a member of CameraManipulator > ... > > Thank you! > > Cheers, > Ben

Re: [osg-users] Link error while build plugins

2018-01-11 Thread Julien Valentin
Hi, You seams to have problem building gdal plugin... Which version of osg are you building? What 3rdParty package do you use? (if you're using min depends package perhaps it lacks some libs...) Cheers gabriella seth wrote: > Hi every: > > > There are some link error while build the plugins:

Re: [osg-users] OpenThreads Doxygen documentation

2018-01-11 Thread Julien Valentin
Hi Montgomery install graphviz to generate doxygen images I don't remember there are special stuff to generate osg doc... Maybe you're overthinking it: try install graphviz and rerun: doxygen doc/Doxyfiles/all_Doxyfile I see doxygen is now invoked through cmake (I never use this feature),

Re: [osg-users] osg installation error

2018-01-11 Thread Julien Valentin
After screenshot decription there are strange ; characters in your linker command (there shouldn't be ; betwen optimized and the lib)...So my initial guess may be wrong ... but the advice is what I would do anyway (it don't harm to be clean) After thoughts, check your cmake installation: -

Re: [osg-users] osg installation error

2018-01-11 Thread Julien Valentin
Please stop screen capture, it's unreadable, prefer copy/paste My advice about your problem (without decripting your images) is that someway there's a cmake release lib var that is empty and used anyway... It's strange...maybe cmake find includes not the lib but set lib as found

Re: [osg-users] Conan C++ dependency manager

2018-01-11 Thread Julien Valentin
Hi Okay, i'm happy that conan induces such an enthusiasm, My plan is to create a repo for all osg ecosystem: -top directory (packagename, OpenSceneGraph, osgEarth, osgAudio...) -subdirs containing versionned recipe But I don't have all the necessary knowledge of its mecanism in order to tell

Re: [osg-users] Conan C++ dependency manager

2018-01-10 Thread Julien Valentin
to be controllable). Cheers kornerr wrote: > Hi. > May be introduce some sort of subdirectory (like > osg_src/packaging/conan) into the main OSG source tree as a pull > request? > Having separate repository doesn't seem correct. > > On 10 January 2018 at 02:13, Julien Valentin <> wr

Re: [osg-users] Conan C++ dependency manager

2018-01-10 Thread Julien Valentin
t; May be introduce some sort of subdirectory (like > osg_src/packaging/conan) into the main OSG source tree as a pull > request? > Having separate repository doesn't seem correct. > > On 10 January 2018 at 02:13, Julien Valentin <> wrote: > > > > > mp3butcher wrot

Re: [osg-users] Conan C++ dependency manager

2018-01-09 Thread Julien Valentin
mp3butcher wrote: > Hi all > I made my first step with conan and for that i made a recipe for osg3.4.0 > https://github.com/mp3butcher/osg_conan_recipe > I also upload this bintray but it require approval to be public > > I doubt to understood everything but it could be a great multiplatform

Re: [osg-users] osgText::Text display issue (only white boxes rendered)

2017-12-31 Thread Julien Valentin
Hi Thank for the effort but it seams your example is still based on a QT graphic context. In order to determine if the bug come from osg or from qt, you should use a classic osgUtil::CompositeViewer (OSGViewDataWidget come from osgEarth, so removing it is mandatory in order to determine if

Re: [osg-users] Serialization differences between ASCII and XML

2017-12-29 Thread Julien Valentin
Sorry for the false hope removing newline ine osgDB::XMLNode::writeProperty would forbid string property with newline... How silly i am!! mp3butcher wrote: > Hi Hartwig > I have no experience with osgx format > But the bug seams to come from osgDB/XMLParser.cpp > perhaps removing newline (with

Re: [osg-users] osgText::Text display issue (only white boxes rendered)

2017-12-28 Thread Julien Valentin
Hi, I think you should make a simple example to track where the bug is: Personnaly I experienced a lot of conflicts between osg and qt renderer especially since I use qml for gui and embed osg rendering in a QQuickViewport (both qt and osg changed GL state leading to conflicts) Try to reproduce

Re: [osg-users] how to get the VertexArray of the Group Node

2017-12-28 Thread Julien Valentin
Hi Use a NodeVisitor implementation to collect vertex data on terminal nodes (Drawable or more likely Geometries) see osgUtil::GeometryCollector(in osgUtil/MeshOptimizers) for an example implementation. Cheers xiaoming wrote: > Hi, > > I have an osgb data. It has several levels,which are

Re: [osg-users] Serialization differences between ASCII and XML

2017-12-28 Thread Julien Valentin
Hi Hartwig I have no experience with osgx format But the bug seams to come from osgDB/XMLParser.cpp perhaps removing newline from strings in osgDB::XMLParser::writeString could to the trick... Cheers hartwigw wrote: > Hi, > > wrote a simple serialiser for the output of a range: > > > Code: >

Re: [osg-users] Serialization with virtual base classes

2017-12-24 Thread Julien Valentin
Hi Hartwig I believe the best way to understand osg metamodel is study existing serializers in src/osgWrappers/serializers/osg/ In the case of virtual base class you'll have to set OBJECT_CAST macro to dynamic_cast see

Re: [osg-users] viewer events synchronization

2017-12-12 Thread Julien Valentin
Hi Eventqueues are per view so you can register your keyboard handler in both views (addeventhandler)...no? xdfanfan wrote: > Hi All, > I have used the osgViewer::CompositeViewer generating two viewers,and I have > overrided the method handle()of osgGA::GUIEventHandler ,BUT finally just only

Re: [osg-users] [ShadowScene traversal] program in Shadow rtt pass not overriden ?

2017-12-08 Thread Julien Valentin
..settings rttcams stateset in each technique seams more flexible than mod ShadowTechnique::CameraCullCallback... mp3butcher wrote: > Hi, > > Hi > Shouldn't there be an overriding "simple gl_depth output" program for > shadowscene traversal?! > I'll try to hack my way in > > Code: > void

[osg-users] [ShadowScene traversal] program in Shadow rtt pass not overriden ?

2017-12-08 Thread Julien Valentin
Hi, Hi Shouldn't there be an overriding "simple gl_depth output" program for shadowscene traversal?! I'll try to hack my way in Code: void ShadowTechnique::CameraCullCallback::operator()(osg::Node*, osg::NodeVisitor* nv) { if (_shadowTechnique->getShadowedScene()) {

Re: [osg-users] [MDI branch] AZDO SandBox

2017-12-03 Thread Julien Valentin
MDI applied to crowd of Trolls https://www.youtube.com/watch?v=F_8YTeKenDE mp3butcher wrote: > Hi, > > I pushed a new osg branch at git for Indirect Draw feature > https://github.com/openscenegraph/OpenSceneGraph/tree/MultiDrawIndirect > > As Indirect draw is quite arbitrary >=D , i invite

Re: [osg-users] OpenSceneGraph-3.5.9 developer release tagged

2017-11-30 Thread Julien Valentin
n, > > On 29 November 2017 at 17:43, Julien Valentin > <> wrote: > > > a little typo error leading to undefined symbol > > was introduce in your last commit (affects tagged and master) > > osgTerrain/GeoemtryPool l.799 > > > > osg::VertexArrayState*

Re: [osg-users] OpenSceneGraph-3.5.9 developer release tagged

2017-11-29 Thread Julien Valentin
thub.com/mp3butcher/OpenSceneGraph into > mp3butcher-ComputeDispatch > > Wed, 29 Nov 2017 08:16:53 + > Author : OpenSceneGraph git repository > Cleaned up code layout > > Wed, 29 Nov 2017 08:14:44 + > Author : OpenSceneGraph git repository > Cleaned up code layout

Re: [osg-users] [Compute Program executed on useprogram :/?!]

2017-11-27 Thread Julien Valentin
wrote: > HI Julien, > > On 25 November 2017 at 19:02, Julien Valentin > <> wrote: > > > If I don't misunderstood: > > Using a dedicated class for CS would introducing a new base class > > "Dispatchable" for Drawable(vas) and DispatchCompute(no va

Re: [osg-users] META_object macro returning osg::Object* for cloneType and clone

2017-11-26 Thread Julien Valentin
Hi I don't understand your ex: If you clone a list of Object you'll get...a list of Object...you can't forsee their type... Further why don't u static cast when you're sure of the return type?... hartwigw wrote: > Hi, > > if you have a list of pointer of derived classes from osg::Object and

Re: [osg-users] META_object macro returning osg::Object* for cloneType and clone

2017-11-25 Thread Julien Valentin
mp3butcher wrote: > > Hi > Indeed, but i don't see the point... > I've never used this C++ feature..For me an interface should always be > respected as a generate contract in a framewrok.. > Perhaps Robert will tell you more > Cheers > > hartwigw wrote: > > Hi, > > > > yes and no, you can

Re: [osg-users] META_object macro returning osg::Object* for cloneType and clone

2017-11-25 Thread Julien Valentin
Indeed, but what do you want to achieve exploiting such an intrinsequent and exotic C++ feature? hartwigw wrote: > Hi, > > yes and no, you can change the return type though. > > > Cheers, > Hartwig -- Read this topic online here:

Re: [osg-users] [Compute Program executed on useprogram :/?!]

2017-11-25 Thread Julien Valentin
ght be > the the numGroupsX,Y and Z should be moved out of osg::Program as well > - which pushes us towards having a dedicated osg::DispatchCompute > class. > > Robert. > > On 18 November 2017 at 01:31, Julien Valentin > <> wrote: > > > Hi all > > I ran

Re: [osg-users] META_object macro returning osg::Object* for cloneType and clone

2017-11-25 Thread Julien Valentin
clone and cloneType are polymorphic so you can't change their prototype... hartwigw wrote: > Hi, > > is there any reason why clone(const omg::CopyOp&) and cloneType() are > returning osg::Object* and not name*? > Does changing the macro break any existing code? I do not think so but may be >

Re: [osg-users] How to generate fixed alpha value?

2017-11-19 Thread Julien Valentin
Hi Judy there's no such thins as pseudo-random generator in glsl itself but you can code it for ex:Linear Congruent Generators : https://math.stackexchange.com/questions/337782/pseudo-random-number-generation-on-the-gpu I haven't tested so give us experience feedbacks about this func

Re: [osg-users] How to work with zip archives?

2017-11-18 Thread Julien Valentin
Hi You cannot use osg zip plugin to read arbitrary zip file... Nevertheless osgDB serializer have several interfaces (Image,Object,Node,Archive,HeightField) that can be implemented in a plugin to read/write these osg types. So one could create its own class heriting one of the interfaces and/or

Re: [osg-users] [Compute Program executed on useprogram :/?!]

2017-11-17 Thread Julien Valentin
...Perhaps a flexier solution would be to let dispatchcompute feature be a drawable::drawcallback ... mp3butcher wrote: > Hi all > I ran into some strange behavior debuging an app: It appears that compute > shader are executed at each pcp.useprogram() call... > I don't think it's a correct

[osg-users] [Compute Program executed on useprogram :/?!]

2017-11-17 Thread Julien Valentin
Hi all I ran into some strange behavior debuging an app: It appears that compute shader are executed at each pcp.useprogram() call... I don't think it's a correct behavior since uniforms requires the po to be bound before to be set... It yield an undefined behavior in GLObjectVisitor when

Re: [osg-users] New osgAnimation developments now merged with OSG master

2017-11-13 Thread Julien Valentin
ther here or a pm. I would be happy to try out more scenarios. > > Cheers, > Raymond > > > Verstuurd vanaf mijn iPad > > > > Op 12 nov. 2017 om 16:18 heeft Julien Valentin <> het volgende geschreven: > > > > Hi, > > The motivation behind this

Re: [osg-users] New osgAnimation developments now merged with OSG master

2017-11-12 Thread Julien Valentin
> > Hi All, > > > > Today I merged the osganimation branch that Julien Valentin has been > > working on. If you have questions about the specifics of these > > changes then I'll let Julien provide answers. > > > > With any major set of changes being merge

Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-10 Thread Julien Valentin
11/6/2017 7:40 AM, Raymond de Vries wrote: > > > > Hi Julien, > > > > Thanks for sharing. I will look at it this week, hopefully others can jump > > in too. > > > > Cheers, > > Raymond > > > > > > > > On 11

Re: [osg-users] [ShaderComposition] Redondant call to useProgram

2017-11-08 Thread Julien Valentin
ple generating this issue or is it modified > version? How are you detecting up the redundant calls issue? > > Robert. > > On 4 November 2017 at 18:03, Julien Valentin <> wrote: > > > Hi Robert, > > > > Using the new shader composition (ex osgshadercompos

[osg-users] [ShaderComposition] Redondant call to useProgram

2017-11-04 Thread Julien Valentin
Hi Robert, Using the new shader composition (ex osgshadercompostion), I was surprised to detect a lot of redondant call to gluseprogram... I debugged a few and don't understand well State::push/popDefine and its policy to invalidate defineMap (defineMap.changed = true; seams to be called at

Re: [osg-users] [CubeMap with mipmaps] About loading IBL

2017-11-03 Thread Julien Valentin
Sorrymy fault, seams i messed around with mipmapdata offsets datasizes mp3butcher wrote: > Hi all > > I'm trying to load an IBL cubemap with lod but once I'm trying to set > mipmapdata for log2(pow2size)+1 levels (and so override hardware mipmap > generation) the cubemap appears black (even

[osg-users] [CubeMap with mipmaps] About loading IBL

2017-11-03 Thread Julien Valentin
Hi all I'm trying to load an IBL cubemap with lod but when I'm trying to set mipmapdata (and so override hardware mipmap generation) the cubemap appears black (even the first level that i actually validated with HWMipMapGeneration /: ?! ).. Any leads? Thank you! Cheers, Julien

Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-02 Thread Julien Valentin
Hi I'm a bit concerned about the nathan.osg compatibility with RigTransHW.. I attached in my last a modified version of nathan (without shared ss) that should work (and so would replace the current one in osgdata). I would be glad if Raymond (or other) could validate this model (ideally under

Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Julien Valentin
n from git, btw. I guess that is the correct one (and nathan > has not grown up over the years ;-) ) > > I will try more later and report changes here. > > cheers, > Raymond > > > > > > > On 31-10-2017 15:05, Julien Valentin wrote: > > > Hi Raymond > &

Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Julien Valentin
Okay Concerning problems encountered with nathan and HWtrans I think i remember the difference of behavior of the RigTransformHW: 1/In master nathan HW have the "luck" to work because SourceGeometries share stateset. In this case a stateset is process mulitple times by RigTransHW::init()

Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Julien Valentin
Hi Raymond nathan.osg works just fine... tell use more reedev wrote: > Hi Julien, > > To start with, can you point us which model we should use to try out the > osganimationhardware example? nathan.osg does not load. Can you share a model > that should work? > > Thanks, cheers, > Raymond >

Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Julien Valentin
e at is an osgAnimation headers and source that look > like the rest of the OSG. > > > > > > On 27 October 2017 at 14:27, Julien Valentin < ()> wrote: > > > Hi Robert > > I just did a commit of my experimental useless bone removal method. > &g

Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Julien Valentin
Hi Robert I just did a commit of my experimental useless bone removal method. So long so far I didn't have any issue with my Blender test models (which represent a "outnumbered sample" of 2 models...one with ik the other with morphtarget) However, I didn't have any feedback from the community or

Re: [osg-users] [MDI branch] AZDO SandBox

2017-10-19 Thread Julien Valentin
pushed your logic on the gpu side (cull,material,texture,physics,ai). I do my testing on GT440 and even with it I achieve really amazing stuff Cheers robertosfield wrote: > Hi Julian et. al, > > On 28 July 2017 at 17:53, Julien Valentin < ()> wrote: > > > Hi, >

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