[osg-users] OpenGL OSG Rendering 19 tessellation + LOD + tiles

2015-08-04 Thread valerian merkling
Hi, To make it short (and cause my english is not good enough), there is a youtube video called OpenGL OSG Rendering 19 tessellation + LOD + tiles that show exactly what I need (but i cannot post links yet) I need to make the same : - map - with elevation - resolution of both changing with

Re: [osg-users] OpenGL OSG Rendering 19 tessellation + LOD + tiles

2015-08-05 Thread valerian merkling
Really nice ! It's seems to get all that I need. Thank a lot ! valerian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64624#64624 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Using InfinitePlane

2016-06-23 Thread Valerian Merkling
Hi, I would like to use an InfinitePlane to be able to use "view->computeIntersection" everywhere, but I cannot find how put it inside my scene graph... In which kind of node shall I put this InfinitePlane ? Geode ? Can someone help me ? Thank you! Cheers, Valerian -- Read

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-24 Thread Valerian Merkling
I might show some pieces but there is a lot of code and i'm not allowed to share it :( Right now I need to understand how occlusion culling is supposed to be used with HeightField (is it is possible). I made a few tests in my code but I did not keep them as nothing was working.

Re: [osg-users] Using InfinitePlane

2016-06-24 Thread Valerian Merkling
Oh ... Ok. Then I'll do the math ! Thanks a lot ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67773#67773 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-24 Thread Valerian Merkling
Ok OcclusionQueryNode works fine for me now, this post helped me : http://forum.openscenegraph.org/viewtopic.php?t=8955=occlusionquerynode It seems this problem is still real : an empty OcclusionQueryNode occludes everythings ! Can anyone explain me why ? -- Read this topic

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-24 Thread Valerian Merkling
Hi Robert, Thanks for your clarification about OccluderNode. I already looked at the osgocclusionquery example. If I'm right, it just need to add an OcclusionQueryNode to contain the node wich have to be occluded by the rest of the scene graph. I wasn't able to make it works so I may need to

[osg-users] Best way to cull object hidden by a mountain

2016-06-23 Thread Valerian Merkling
Hi, I'm working with OpenSceneGraph 3.4.0 on a kind of GIS app. I'm rendering the ground using textured HeightField square. My scene graph is cut in two part, a group node with all the textured HeightFields, and another containing all my 3D objects (sorted in a quadtree). I've got a lot of

Re: [osg-users] Using InfinitePlane

2016-06-24 Thread Valerian Merkling
Hi, InfinitePlane is an osg class, defined in osg/Shape. According to osg documentation, InfinitePlane cannot be rendered but is used to support collision detection, so I guess I can use it to compute intersection between mouse clic and an imaginary ground. I'm working on a GIS app, rendering

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-27 Thread Valerian Merkling
Hi Jason, I'm not making a full new application, I'm just upgrading the old OpenGL code to OSG, so there is lots of things I should have to destroy to use osgEarth, like the way tile are loaded, georeferencing management all that tools made to works on the rasters. My decision was to use

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-28 Thread Valerian Merkling
My last problem related to this topic is how to be sure that the OcclusionQueryNode works. I made a few tests and it seems that the depth buffer is making all the job, but I can't prove it. I'm reading the code to try to understand how the OcclusionQueryNode works (and I'm not stuck), but tips

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-29 Thread Valerian Merkling
Thats ok now, thanks a lot ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67891#67891 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Looking for idea about predictive tile loading.

2016-07-26 Thread Valerian Merkling
Hi, I'm working on a 3D SIG powered with OpenSceneGraph. I'm planning to use a QuadTree full of paged LOD to display my scene. I'm ok with the detection of which tile is missing and try to load it, but I would like to be more "predictive", like guessing which not yet loaded tiles should soon

[osg-users] Line tessellation with osgUtil::Tessellator

2016-07-13 Thread Valerian Merkling
Hi, To make it short, I want to tessellate a line to make it follow a grid. On the attached example, the red line on the top is my starting line, and I want to add every intersection of this line and a grid as vertex of this line. The expected result is the line in the bottom. I know I can do

Re: [osg-users] Line tessellation with osgUtil::Tessellator

2016-07-13 Thread Valerian Merkling
Ok thanks. One more question then if I can. My grid is textured and has elevation, and my goal is to nicely draw the line on my textured grid and make it follow the elevation. Resampling is what came first to my mind. There is also the osgSim::OverlayNode which seems to be useful too, but i

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-28 Thread Valerian Merkling
Ok. Then I've a problem with my occlusionQuery node ! Here is how I tested : - breakpoint in the OcclusionQueryNode::getNumPixels function - configured OQN with a QueryFrameCount of 500 to see occluded node coming And the result is : - occlusion working when a node is outside the camera field -

[osg-users] Controlling drawing order

2016-07-01 Thread Valerian Merkling
Hi, 0 down vote favorite I'm working on a little GIS app using OSG. First I need to say that I do not need to get more than 15fps. I have to draw multiple layers on the same view. Layers may overlaps, but not always. Right now, to be able to choose which layer is on top of the

Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-29 Thread Valerian Merkling
Sorry but I still have questions .. I found this article about LOD and Shaders : http://codeflow.org/entries/2010/nov/07/opengl-4-tessellation/ If I correctly understood how the OcclusionQueryNode works, I would say I can't replace my HeightField with that kind of shaders AND expect my

Re: [osg-users] Strange limitation to 60fps

2017-01-30 Thread Valerian Merkling
Thanks a lot for the tip. To get a bit further in my concern, I have performance issues when I start to open more than 4/5 views (one view is 1 widget with on compositViewer), and I had the feeling that they were sharing the same FPS count and limitation. And you were right : with the V sync

[osg-users] Shader, OpenGL context and Qt

2016-09-12 Thread Valerian Merkling
Hi, I'm working on a GIS app based on Qt and OpenGL, and I'm replacing all OpenGL calls with OSG 3.4.0. I can display multiples views. Each view is independant, hold in QGLWidets, got only one camera and its own scenegraph, and a new instances of osg::Program and osg::Shader (no osg objects

Re: [osg-users] PagedLOD range for 2D image tiles

2016-09-14 Thread Valerian Merkling
Maybe the [0.5, 2] range is wrong because I assumed the PIXEL_SIZE_ON_SCREEN used the texture pixel size. To be honest I only used PagedLOD with the DISTANCE_FROM_EYE_POINT so I don't know ... You should debug the traverse function of your paged LOD and see what happens. You may also need to

Re: [osg-users] PagedLOD range for 2D image tiles

2016-09-14 Thread Valerian Merkling
> I am also using an Ortho2D projection (field of view 30 degrees) There is no such things as field of view for Ortho projection. > > So, Let me draw a specific scenario: an image pyramid, starting at scale > 0.125, going all the way up to 0.25, 0.5, 1.0.I am also using an Ortho2D >

Re: [osg-users] PagedLOD range for 2D image tiles

2016-09-14 Thread Valerian Merkling
Hi Bruno, I recently had the same thing to do ! To solve this, I first used a Ortho2D projection matrix for my camera. I also change the Z value of the camera when I move it, to make it work almost as a perspective camera - eyepoint Z = 100 for a 1:1 zoom ratio - eyepoint Z = 1000 for a

Re: [osg-users] Rendering Textured Quad no longer working after moving to different View

2016-09-12 Thread Valerian Merkling
Hi, Reading this thread http://forum.openscenegraph.org/viewtopic.php?t=16128 scared me a little : I'm using a UpdateCallback to add node into my scene graph. I've no problem with it for know but my goal was to make a clean migration from openGL to OSG, so I would like to make it better. I'm

[osg-users] Better data loading

2016-09-12 Thread Valerian Merkling
Hi, Reading this thread http://forum.openscenegraph.org/viewtopic.php?t=16128 scared me a little : I'm using a UpdateCallback to add node into my scene graph. I've no problem with it for know but my goal was to make a clean migration from openGL to OSG, so I would like to make it better. I'm

Re: [osg-users] Better data loading

2016-09-13 Thread Valerian Merkling
Ok thank you for your help, I'll do this. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68588#68588 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Problematic call of flushDeletedGLObjects

2016-09-26 Thread Valerian Merkling
I didn't managed to get a running example, but working on it made me find a solution. It seems that I need to use the releaseGLObjects functions on nodes that I totally remove from the scene graph. With that call, my shaders are flagged for destruction AND destroyed when closing the view =>

[osg-users] Looking for best practice about Shader and memory management

2016-10-07 Thread Valerian Merkling
Hi, Now I am able to play with OSG and shaders, I would like to know what the best "way" to manage shaders in OSG. I recently had a problem with re using openGL contexts and missing some releaseGLObjects call, so I know I need to be careful. I have One application, with one composite viewer.

Re: [osg-users] Shader, OpenGL context and Qt

2016-09-20 Thread Valerian Merkling
Hi, After a few more days of search, I can resume my problem in a more simple way : I've a set of osg::Program. Each Widgets has its own contextID, and contextID can be re-used. The first time I load the osg::Program "my_program1" on a view with a contextID of 1, it's ok. If then I load

[osg-users] Problematic call of flushDeletedGLObjects

2016-09-23 Thread Valerian Merkling
Hi, I can't figure out how to properly manage my composite viewer creation and destruction. My main problem is when I close one of my view and destroy my composite viewer, flushDeletedGLObjects isn't called. Then when I create a new one, I create the shaders, OSG links them to the context.

Re: [osg-users] Problematic call of flushDeletedGLObjects

2016-09-23 Thread Valerian Merkling
Hi Robert. Thanks for your reply. People here are so helpful I tend to forgot they are not omniscient. I'm working with OSG 3.4.0, QT 5.4, and for the rest, I'll try to make a small example. -- Read this topic online here:

Re: [osg-users] Shader, OpenGL context and Qt

2016-09-16 Thread Valerian Merkling
Hi, I'm still stuck with my shaders problem and I ran out of ideas, but I have new elements, and a new question. My shader works on the first view, so this code is ok (ie thoses two shaders works fine) : Code: osg::ref_ptr vertex=new osg::Shader(osg::Shader::Type::VERTEX, vertex_source);

[osg-users] Text following lines shaders with osgText

2017-01-02 Thread Valerian Merkling
Hi, I'm currently working on osg 3.4.0 on windows 7, my shaders are #version 120, and I'm using #extension GL_ARB_texture_rectangle. I almost made a shader able to draw a text all along the selected line. My main goal can be seen here :

Re: [osg-users] QOpenGLWidget in osgQt

2017-03-08 Thread Valerian Merkling
Thanks for both of your replies, that's really helpfull. Is it hard to deal with these conflicts with RTT camera ? Because I use it a lot.. Cheers, Valerian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70442#70442

Re: [osg-users] [ A Stack Overflow for OSG? ]

2017-03-08 Thread Valerian Merkling
Hi Steal It seems that you're suffering of something call narcissistic perversion. Everyone spotted you, you won't be able to harm anyone here. Best you can do is to consult and get treated for it. Thank you! Cheers, Valerian -- Read this topic online here:

[osg-users] QOpenGLWidget in osgQt

2017-03-08 Thread Valerian Merkling
Hi, I'm currently working on an app based on OSG 3.4.0 and Qt 5.6, targeting Win7 -- Win10. Everythings was fine and smooth with Qt 5.5. I'm using osgQt::GLWidget, which is based on QGLWidget. Since Qt 5.6, I've some hard unsolvable issues with QGLwidget. They are not related to OSG, and I