Re: [osg-users] Correct time to check shader/program info log

2021-02-24 Thread Wojciech Lewandowski
Hi James, Its not direct answer to your questions but a code snippet overloading Program which I used to change shader variant depending on compilation/link result (from most advanced to more basic fallbacks). This approach was quite simple I tested Program compilation result including

Re: [osg-users] Correct place to check shader compile errors

2021-02-24 Thread Wojciech Lewandowski
Hi James, Its not direct answer to your questions but a code snippet overloading Program which I used to change shader variant depending on compilation/link result (from most advanced to more basic fallbacks). This approach was quite simple I tested Program compilation result (including

Re: [osg-users] Layered rendering with a geometry shader

2019-05-15 Thread Wojciech Lewandowski
Hi Chris, This is the idea I wanted to try myself some day but the day for this never came. I probably would attempt the method described here https://stackoverflow.com/questions/25058627/is-it-possible-to-render-an-object-from-multiple-views-in-a-single-pass (see answer with 4 likes). Cheers,

Re: [osg-users] Clip planes and instanced rendering

2019-04-09 Thread Wojciech Lewandowski
Hi Alberto, You may need to add support for clip planes via gl_ClipVertex or gl_ClipDistance to your shaders (which one depends on GLSL version used -see https://stackoverflow.com/questions/19125628/how-does-gl-clipvertex-work-relative-to-gl-clipdistance). My experience with these vars was not

Re: [osg-users] Dynamic VBO Performance Drop

2018-12-10 Thread Wojciech Lewandowski
Hi Ravi, We usually do not make such extensive checks but we were debuging other interesting VBO problem so we also checked yours. Few observations.: 0. I noticed you used multithreaded configuration and switched to SingleThreaded. Multithreaded config creates 2 instances of GL resources and I

Re: [osg-users] osgQt + OSG 3.6.2 Status

2018-07-30 Thread Wojciech Lewandowski
30 Jul 2018 at 08:53, Wojciech Lewandowski > wrote: > > I understand my setDrawBuffer / setReadBuffer observation was probably > not the only problem. But I believe this one is genuine problem that should > not be neglected. So I decide to write this small followup and

Re: [osg-users] osgQt + OSG 3.6.2 Status

2018-07-30 Thread Wojciech Lewandowski
Hi Stuart, I understand my setDrawBuffer / setReadBuffer observation was probably not the only problem. But I believe this one is genuine problem that should not be neglected. So I decide to write this small followup and elaborate a bit to make it clearer. In the meantime I did some more research

Re: [osg-users] osgQt + OSG 3.6.2 Status

2018-07-28 Thread Wojciech Lewandowski
Hi, I have just investigated the issue with OSG view set in QT window and osgEarth REX engine which resulted in completely black screen. This was probably different problem, but it sounds bit like yours so I decided I will share my observations. Maybe it will help someone. What I found to be an

Re: [osg-users] How to track down memory leaks?

2018-07-12 Thread Wojciech Lewandowski
Hi, Igor, I got interested in this problem and checked your code by converting it to pure osgViewer. Here are my observations: I believe you do have circular reference. Your class Scene is a callback. So RootNode points to callback but Scene callback points to RootNode. Hence circular ref.

Re: [osg-users] World space normal.

2018-07-12 Thread Wojciech Lewandowski
Hi, Was going to propose what Glenn already proposed. This should work with uniform scales on x,y,z coord. And IMHO that formula is more precise when dealing with normals than vertices. Thats because the precision issues are somewhat related to huge earth translation offsets in ModelView matrix.

Re: [osg-users] Setting OpenGL and graphics card settings prgrammatically?

2018-05-10 Thread Wojciech Lewandowski
Hi, AFAIK there is also a https://developer.nvidia.com/nvapi library. Unfortunately I have no personal experience with this but I believe it can be used to prgramatically override the setings usually set with NVidia Control Panel. Cheers, Wojtek 2018-05-10 20:18 GMT+02:00 Daniel Emminizer,

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

2018-03-19 Thread Wojciech Lewandowski
PS: the multiplication is in reverse order Ah, indeed, sorry multiplication order should be reversed. I wrote that from top of my mind. Even though I use OSG every day I sometimes make some silly mistakes too. Regards, WL 2018-03-19 16:42 GMT+01:00 Antoine Rennuit :

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

2018-03-18 Thread Wojciech Lewandowski
Hi, Knowing the 3D coordinates of a point, is there an easy way in OSG to > compute its 2D projected equivalent (i.e. in pixel coordinates)? Yes. In general your pixel coord is computed as: pixel_coords = WindowMatrix * ProjectionMatrix * ViewMatrix * ModelMatrix * point; Your solution may

Re: [osg-users] Resizing an FBO camera with OSG 3.2.0

2017-12-23 Thread Wojciech Lewandowski
some other callbacks attached) and instead just added it in dummy group. Cheers, Wojtek Lewandowsk 2017-12-23 10:43 GMT+01:00 James Turner <zakal...@mac.com>: > > > On 23 Dec 2017, at 09:28, Wojciech Lewandowski <w.p.lewandow...@gmail.com> > wrote: > > Unfortunately

Re: [osg-users] Resizing an FBO camera with OSG 3.2.0

2017-12-23 Thread Wojciech Lewandowski
Hi, James, Unfortunately I could not dig out the code I had to solve this problem. But I did fight with it on couple occasions. I do remember that often the solution I adopted had to use 2 callbacks (cull/update callback + prerender/render/or postrender callbace). One update/cull callback was

Re: [osg-users] 【NEWBIE】Question about osg::MatrixTransform::getMatrix().getTrans() and getRotate()

2017-05-06 Thread Wojciech Lewandowski
Hi Jiechang, I am not sure I am able to pinpoint your problem. I see some weak spots but I am not sure if those are the true causes of your problem. And don't want to give wrong clues. Can you write short repro program which demos your problem ? I may then fix it and send you back. To learn you

Re: [osg-users] 【NEWBIE】Question about osg::MatrixTransform::getMatrix().getTrans() and getRotate()

2017-05-05 Thread Wojciech Lewandowski
Hi Jiechang, Few observations: 1. You write you want rotation around Y axis (0,1,0). But you rotate around Z axis (0,0,1). Btw there are osg::X_AXIS = (1,0,0) , osg::Y_AXIS = (0,1,0), osg::Z_AXIS = (0,0,1) constants defined in OSG which you may directly. 2. What is the origin variable in your

Re: [osg-users] Open Scene Graph 3.4.0 has bug when using two monitor setup

2016-12-20 Thread Wojciech Lewandowski
Hi Bruce, Just from top of my head. 1. Check and verify if all osgXXX.dll and OpenThreads.dll are loaded from correct installation directories. Similar errors often occur if Debug/Release/Rev libs get mixed. VS Output pane displays all loaded DLLs with long paths so its easy to verify if some

Re: [osg-users] Offscreen rendering with multisampling

2016-12-15 Thread Wojciech Lewandowski
Hi Jan, ... with more slave cameras it simply do not work ... Bugs happen (so I am not going to exclude them). But in my experience its very easy to burn whole GPU memory with too many FBOs. For example: 4k x 4k, 4 sample RGBA (4bytes) + DEPTH(4bytes) FBO takes 512 MBs. With double buffered

Re: [osg-users] Offscreen rendering with multisampling

2016-12-09 Thread Wojciech Lewandowski
Well...If you don't need too big resolution, you may try to simply oversample. Set PBUFFER at 2x or 4x of your desired res. Render and then downsample to your image res. Multisampling does not differ much from it (it just more effective with lower number of samples and its randomized sample

Re: [osg-users] Offscreen rendering with multisampling

2016-12-09 Thread Wojciech Lewandowski
Hi Krzysztof, Not sure about PBO but FBO support in OSG works with multisampling. See Camera::attach( BufferComponent buffer, osg::Texture* texture, unsigned int level, unsigned int face, bool mipMapGeneration, unsigned int multisampleSamples, unsigned int multisampleColorSamples)

Re: [osg-users] How to implement pagedLOD without reading from files?

2016-11-16 Thread Wojciech Lewandowski
Hi Werner, I think you may try using osg::Registry::instance()->addReaderWriter( YourReaderWriterInstance ) to add your own localy defined RW. Your RW will need to override supportedExtensions() and/or acceptsExtension() virtual methods. But I guess you must have already done that Cheers,

Re: [osg-users] OSG_TEXTURE_POOL_SIZE issue

2016-10-09 Thread Wojciech Lewandowski
+02:00 Wojciech Lewandowski <w.p.lewandow...@gmail.com>: > Could you modify one to OSG examples to illustrate the problem so >> others can reproduce it. I have paged databases to test against, but >> not the particular FBO usage that you are using along with it. > > >

Re: [osg-users] OSG_TEXTURE_POOL_SIZE issue

2016-10-09 Thread Wojciech Lewandowski
<robert.osfi...@gmail.com>: > On 9 October 2016 at 11:27, Wojciech Lewandowski > <w.p.lewandow...@gmail.com> wrote: > > Hi, Robert. Thanks for quick response. > > > >> Perhaps a flag in osg::Texture might be appropriate to declare whether > >> this Texture is

Re: [osg-users] OSG_TEXTURE_POOL_SIZE issue

2016-10-09 Thread Wojciech Lewandowski
ike the texture pool scheme needs an > ability to not place texture's assigned with FBO's into the pool, or > at least mark them as unsuitable for reuse. Perhaps a flag in > osg::Texture might be appropriate to declare whether this Texture is > suitable for reuse or not. > > R

[osg-users] OSG_TEXTURE_POOL_SIZE issue

2016-10-08 Thread Wojciech Lewandowski
Hi, Robert, I believe we encountered an issue (bug?) related to maxTexturePoolSize handling. Our application is osgEarth + few high res overlays. We set OSG_TEXTURE_POOL_SIZE = 350 MB. It was recommended to us as one of env vars to let osgEarth perform optimally. Overlays are rendered as RTT

Re: [osg-users] transfer data to shader with osg::texture

2016-10-06 Thread Wojciech Lewandowski
Welcome :-) Wojtek 2016-10-06 3:46 GMT+02:00 liu ming <81792...@qq.com>: > hi Wojtek,Thank you very much,you perfect solved my problem.According to > your code,Texture2D worked,maybe it is something wrong about Texture1D. > Thank you. > > -- > Read this topic online here: >

Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread Wojciech Lewandowski
Hi guys, Here is the repro code. In cmake project. Change use_data1D value in test.cpp to see the problem. One note: I tested it with GL 3 Osg build. There may be issues I omitted if you run it with GL1/GL2/GL3 compatibility OSG build. Cheers, Wojtek 2016-10-05 14:38 GMT+02:00 Wojciech

Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread Wojciech Lewandowski
Hi Liu, You got me interested and I created a repro of your problem. I will send it in followup mail (to be sure this message passes in case zip attachments were prohibited and message got blocked). I think you see a genuine issue. I have found that texture1D seems to be a problem. When I used

Re: [osg-users] transfer data to shader with osg::texture

2016-10-04 Thread Wojciech Lewandowski
Hi, I think internal format GL_RGBA16 normalizes your float values to 0..1 range. Try GL_RGBA16F_ARB instead. Cheers, Wojtek Lewandowski 2016-10-04 17:00 GMT+02:00 liu ming <81792...@qq.com>: > Hi, > > I want to send a set of data to geometry shader with osg::texture,I've > got a problem:in

Re: [osg-users] OSG Ellipsoid to Sphere Conversion

2016-09-26 Thread Wojciech Lewandowski
Hi, Not sure if this helps but I believe you may define own Ellipsoid with EllipsoidModel. Just define it with both Radii the same and voila you have the sphere ... Cheers, Wojtek Lewandowski 2016-09-26 23:54 GMT+02:00 Sebastian Messerschmidt < sebastian.messerschm...@gmx.de>: > Hi Inna, > >

Re: [osg-users] Float 32 bit texture map

2016-01-20 Thread Wojciech Lewandowski
Hi Paul, I guess you have one channel float data. Certainly this is wrong: rImage->setImage( rawImage.rows(),rawImage.cols(),arrayDepth, GL_LUMINANCE, GL_RGB32F_ARB, GL_FLOAT, pData, osg::Image::NO_DELETE ); At least GL_RGB32F_ARB should be swapped with GL_LUMINANCE. First you pass internal

Re: [osg-users] three versions of LightSpacePerspectiveShadowMap in one .cpp

2015-05-03 Thread Wojciech Lewandowski
Trajce, I wrote that code but its old enough to not remember details. But from what I remember original LispSM paper provided some formula to compute Perspecive Matrix which I implemented and their sample code used different formula and also have found later version of code which used another

Re: [osg-users] osg::LineSegment intersect with Box and Sphere inconsistency

2015-04-29 Thread Wojciech Lewandowski
Thanks, Looks good to me. Wojtek 2015-04-27 21:22 GMT+02:00 Robert Osfield robert.osfi...@gmail.com: Hi Wojtek, I have decided I'd rather change the method name and break the build rather than silently change the behaviour of method in a way that could break end user code. What I have gone

Re: [osg-users] osg::LineSegment intersect with Box and Sphere inconsistency

2015-04-27 Thread Wojciech Lewandowski
2015 at 13:11, Wojciech Lewandowski w.p.lewandow...@gmail.com wrote: Hi, Robert, I have just stumbled on small issue in my intersection code which turned out to be related to different interpretation of r2 param returned by LineSegment::intersect( BoundingBox, r1, r2 ) and LineSegment

Re: [osg-users] osg::LineSegment intersect with Box and Sphere inconsistency

2015-04-27 Thread Wojciech Lewandowski
...@gmail.com: Hi Wojtek, On 27 April 2015 at 12:15, Wojciech Lewandowski w.p.lewandow...@gmail.com wrote: I believe both can be correct but it looks like in Box case r1 is ratio of segment length measured from start and r2 measured backwards from the segment end. For Sphere both r1 and r2

[osg-users] osg::LineSegment intersect with Box and Sphere inconsistency

2015-04-25 Thread Wojciech Lewandowski
Hi, Robert, I have just stumbled on small issue in my intersection code which turned out to be related to different interpretation of r2 param returned by LineSegment::intersect( BoundingBox, r1, r2 ) and LineSegment::intersect( BoundingSphere, r1, r2 ). Example Code: osg::BoundingBox box(

Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-02-19 Thread Wojciech Lewandowski
Hi, Robert, I am not actively working with any code which would require shader composition at the moment but I saw few such efforts in various projects in the past, so I am really glad OSG is going to implement own scheme and users will not need to invent the wheel anymore ;-). As someone only

Re: [osg-users] recent changes to osg::Geometry

2014-09-19 Thread Wojciech Lewandowski
Hi Trajce, I spent good time to go through the archive looking for the announcement from Robert from time ago about the changes in osg::Geometry with no luck. And I don't mean the last one that now it is a regular osg::Node, but was something else, and I don't remember what was it. I

Re: [osg-users] MinimalShadowMap::ViewData::clampProjection

2014-08-06 Thread Wojciech Lewandowski
with original code. Cheers, Wojciech Lewandowski 2014-08-06 0:44 GMT+02:00 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com : Hi Community, My client have a setup with image distortion over a dome, multiple channels, and along with the projectors there is an API coming that is well

Re: [osg-users] Creating working shadow with one omnidirectional light

2014-05-09 Thread Wojciech Lewandowski
Mickael, As far as I know none of existing techniques in OSG does what you want. You will need to roll up your sleeves and work hard to obtain the effect you wish. I was once contracted to do multiple shadow lights with full spherical coverage of light field. Its proprietary code and I cannot

Re: [osg-users] Unable to bind a Texture2DMultisample to a StateSet

2014-01-24 Thread Wojciech Lewandowski
::Texture subclasses. Thoughts? Robert. On 24 January 2014 00:29, Wojciech Lewandowski w.p.lewandow...@gmail.comwrote: Hi Frank, I believe that GL_TEXTURE_2D_MULTISAMPLE should not applied as mode. Its the same situation as with GL_TEXTURE_2D_ARRAY. These texture types are only availalble

Re: [osg-users] Unable to bind a Texture2DMultisample to a StateSet

2014-01-23 Thread Wojciech Lewandowski
Hi Frank, I believe that GL_TEXTURE_2D_MULTISAMPLE should not applied as mode. Its the same situation as with GL_TEXTURE_2D_ARRAY. These texture types are only availalble to programmable pipeline. Setup of Texture modes are neccessary for fixed pipeline. GL_TEXTURE_2D_ARRAY should be set only

Re: [osg-users] TexGen limitations

2013-12-16 Thread Wojciech Lewandowski
Hi Daniel, I doubt your test methodology is correct. For recent years I've beeen often using TexGen on stage 6 and 7. On many GeForces and some Radeons and even Intel HD 3000. I think TexGen used at 0-7 is very common and thus your observation must be wrong... Perhaps you read the Microsoft

Re: [osg-users] TexGen limitations

2013-12-16 Thread Wojciech Lewandowski
Hi Daniel, I confirm your observation. I, however, do not agree that its a TexGen problem. Frankly I do not know what it is, and I had no time to investigate, but I think its maybe relate to TexEnv settings. I only made a following test: I zeroed a spotlight texture (memset( image-data(), 0,

Re: [osg-users] TexGen limitations

2013-12-16 Thread Wojciech Lewandowski
I think this anwers your question: http://www.gamedev.net/topic/544990-gl_max_texture_units-is-wrong/ Cheers, WL 2013/12/16 Daniel Schmid daniel.sch...@swiss-simtec.ch Interesting. So could this be a bug in osg? Did you try to query GL_MAX_TEXTURE_UNITS and check if it says 4 ? I wonder

Re: [osg-users] [osgDEM] calculate height above ellipsoid in vertex shader

2013-12-05 Thread Wojciech Lewandowski
Hi Sebastian, Perhaps your GPU can use doubles ? Many of them can these days. You may also try to refactor the code to use pairs of floats (as base and offset) which in theory may be almost as precise as double. It may be however very tricky for such non-linear math as geographic projections...

Re: [osg-users] [osgDEM] calculate height above ellipsoid in vertex shader

2013-12-05 Thread Wojciech Lewandowski
Hi Sebastian, Just an extra thought that came to me. Terrain LOD paging may cause the elevation jumps too. When LODs change meshes get denser or less dense - new vertices show up or excess vertices hide and that may also bring lot of surprises. Cheers, Wojtek 2013/12/5 Wojciech Lewandowski

Re: [osg-users] Bit OT: building OSG on Windows 8?

2013-11-23 Thread Wojciech Lewandowski
Hi Raymond, Just a thought. Most probably wrong. I saw similar errors with TortoiseGIT. But I supposed similar problems could be triggered by other programs in the background scanning filesystem for changes. In my case killing TortoiseGIT cache process was helping me. Wojtek 2013/11/22 Raymond

Re: [osg-users] osg::Texture2DMultisample

2013-11-12 Thread Wojciech Lewandowski
, schrieb Wojciech Lewandowski: Hi, I guess answer to main question would be go ahead and add this. Okay, I just wanted to make sure they are not left out intentionally. But I just want to write about something else here. If you attach Texture2DMultisample to Camera you would want to leave

Re: [osg-users] osg::Texture2DMultisample

2013-11-12 Thread Wojciech Lewandowski
* NUM_SAMPLES_INV; } Cheers, Wojtek 2013/11/12 Sebastian Messerschmidt sebastian.messerschm...@gmx.de Am 11.11.2013 22:44, schrieb Wojciech Lewandowski: Hi, I guess answer to main question would be go ahead and add this. Okay, I just wanted to make sure they are not left out

Re: [osg-users] osg::Texture2DMultisample

2013-11-11 Thread Wojciech Lewandowski
Hi, I guess answer to main question would be go ahead and add this. But I just want to write about something else here. If you attach Texture2DMultisample to Camera you would want to leave the number of samples and color samples at 0. Thats because these params are used to set up rendering to

Re: [osg-users] Troubles with shadows migrating on 3.2.0.

2013-10-31 Thread Wojciech Lewandowski
I am an author of LISPSM and I do not totally agree with your Robert. I know cases where LispSM or MSM still works better (flight sims with sparsely filled frustum). I admit LispSM has many weak points so usually do not respond to your comments but I just snapped. On that particular issue I

Re: [osg-users] osgText::Text, a question about line breaker n

2013-09-05 Thread Wojciech Lewandowski
Hi, Its just a guess, but I believe your call: text-setText(This is the first line \n This is the second line); is done implicit conversion to std::string and calling following method: TextBase::setText( const std::string ); so in your code I would try declaring str variable as std::string

Re: [osg-users] osgText::Text, a question about line breaker n

2013-09-05 Thread Wojciech Lewandowski
Hi, Hmm, still have doubts. Because of uppercase String name yu just wrote. std::String does not exist. I would be ok, though, if you wrote you did declare it as std::string (lowercase) ;-). But lets assume you did just that and it still does not work, so then I would suggest to enter setText

Re: [osg-users] Crash in LightSpacePerspectiveShadowMap

2013-07-10 Thread Wojciech Lewandowski
Hi Jan, This looks like interesting problem to debug ;-P but unfortunately I am really swamped. At least for month if not more. My hypothesis: ConvexPolyhedron is bascially a frustum sculpted into convex volume which is build from many cuts by various planes defined by scene bounding boxes, main

Re: [osg-users] Some Question About OSGOean class :FFTSimulation

2013-07-03 Thread Wojciech Lewandowski
Hi, Will (Mi ?) I am also curious what will Kim answer. I have not studied osgOcean thoroughly and never used it in practice except for few test runs. But I will want to share some of my observations I made long time ago when I worked on my own Tessendorf paper implementation. We all are

Re: [osg-users] Some Question About OSGOean class :FFTSimulation

2013-07-03 Thread Wojciech Lewandowski
for frequencies in generation of PhilipsSpectrum from Tessendorf paper. Wojtek 2013/7/3 Wojciech Lewandowski w.p.lewandow...@gmail.com Hi, Will (Mi ?) I am also curious what will Kim answer. I have not studied osgOcean thoroughly and never used it in practice except for few test runs. But I

Re: [osg-users] Disabling shaders on LightPointNodes

2013-02-13 Thread Wojciech Lewandowski
Hi Frank, Could be something entirely different but have you tried setting empty program (= activating fixed pipeline) with default ON attribute ? ie: ss-setAttribute(new osg::Program); We were using that approach to turn off Shaders in LightPoints. Cheers, Wojtek Lewandowski 2013/2/13

Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR

2013-01-11 Thread Wojciech Lewandowski
I was summoned so I respond. Version of DDS plugin before my additions was using this code to compute number of mipmaps (see revision 10369 of ReaderWriterDDS.cpp ): //debugging messages float power2_s = logf((float)s)/logf((float)2); float power2_t =

Re: [osg-users] Please test svn/trunk in prep for 3.1.3 developer release

2012-09-07 Thread Wojciech Lewandowski
Hi Robert, With current trunk I had an error while compiling osg/Image.cpp for IOS simulator / GLES2. Symbol GL_RGBA16 was missing. Adding #define GL_RGBA16 0x805B to Image header solves the problem. Image header file attached. Also sending this post to submissions' forum. Cheers, Wojtek

Re: [osg-users] Trouble with LightSpacePerspectiveShadowMap artifacts.

2012-08-29 Thread Wojciech Lewandowski
Hi, Dario 0: Ops I was sure these methods are available Thats awkward ommission considering how old this technique is. We probably should add them. But as a temporal workoaround you can derive your own class from LispSM and add proper setter and getter for polygon offset... 1: Yes closed was

Re: [osg-users] Trouble with LightSpacePerspectiveShadowMap artifacts.

2012-08-28 Thread Wojciech Lewandowski
Hi, Dario, LispSM is setup by default to cast shadows using light space backfacing polygons. That approach works well if models are closed and build with face culling in mind. If your model does not utilize cull faces (and your truck looks like that case), all front polygons will cast shadows. So

Re: [osg-users] [osgPlugins] osgShadow LiSPSM culling problem

2012-08-17 Thread Wojciech Lewandowski
Hi Garret, I have not worked on Lispsm for long time but description of your problem may suggest that my method of obtaining main camera and its projection matrix may not work as it used to or your setup uses unusual multi channel master / slave configuration that was not tested so far. I am

Re: [osg-users] [osgPlugins] osgShadow + hardware skinning update issue

2012-06-13 Thread Wojciech Lewandowski
Hi, Garret, Perhaps the reason for what happens is the part of code inherited from StandardShadowMap which forces null Program on Shadow RTT rendering. Perhaps osg::StateAttribute::PROTECT on your animation shader can do the trick ? You may also try to comment that part and see if helps: See

Re: [osg-users] Self Shadowing Errors

2012-06-06 Thread Wojciech Lewandowski
Hi, Kim, Lispsm in default mode renders back facing polygons (in light space) to avoid self shadowing of front surfaces. In your case it looks like you would rather want to use front facing polygons to cast shadows instead. Normally its not neccessary because back facing normals would cause the

Re: [osg-users] Multiple GPU/monitor issue on Windows 7/NVidia

2012-05-21 Thread Wojciech Lewandowski
Hi, Frederic, I was testing similar situation on GeForces more than 2 years ago (I left the building in the meantime) and honestly don't remember if we have found 'an always working' recipee for this problem. All I remember we were somehow able to use multiple cards with multiple monitors but

Re: [osg-users] First OSG application on Ipad

2012-04-24 Thread Wojciech Lewandowski
and a textured sample model. Hope that helps! I would gladly appreciate feedback. Eduardo On Sat, Apr 21, 2012 at 3:27 AM, Wojciech Lewandowski w.p.lewandow...@gmail.com wrote: Thanks a lot Stephan. This is tremendous help. And very encouraging. I see it's time to purchase the dev machine

Re: [osg-users] First OSG application on Ipad

2012-04-21 Thread Wojciech Lewandowski
Thanks a lot Stephan. This is tremendous help. And very encouraging. I see it's time to purchase the dev machine and start practical excercisses ;-) Thanks again, Wojtek 2012/4/21 Stephan Huber ratzf...@digitalmind.de Hi Wojciech, Am 20.04.12 17:28, schrieb Wojciech Lewandowski: We want

[osg-users] First OSG application on Ipad

2012-04-20 Thread Wojciech Lewandowski
Hi Guys, We want to port an OSG program to Ipad. This was once written on Windows. We already gathered some experience on OSG/GLES when porting it to Android. And now its time for IOS. We are completely fresh on IOS Mac programming, though. So fresh, we don't even own a Mac for development

Re: [osg-users] osgShadow and multitexture

2012-03-20 Thread Wojciech Lewandowski
Hi, These lines limit the textures used for rendering shadow map. Basically there is no need to render the models with textures when we only render depth in shadow map. The only exception are textures which can contain alpha and then models will not render the parts with full transparency. So the

Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

2012-03-17 Thread Wojciech Lewandowski
problem was also occurring on another machine. I think that had a 450GT in it, but otherwise the same. ** ** Cheers, ** ** Brad ** ** *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Wojciech Lewandowski

Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

2012-03-16 Thread Wojciech Lewandowski
Hi, Brad, We have SilverLining source code license. I may find few hours in next week to look at the problem, if the issue can be reproduced on one of my machines (ie Nvidia GF580/GF9400 or GF540M). I would like to have as much info as possible to replicate the issue, though. I would like to

Re: [osg-users] Opaque black shadows since moving to OSG V3.0.1

2011-12-02 Thread Wojciech Lewandowski
maybe you guys should consider passing in your own shaders (copied from 2.8 version) to make that look right again... Cheers, Wojtek Lewandowski 2011/12/1 Wojciech Lewandowski w.p.lewandow...@gmail.com Hi, Michael, Well, then I guess addition of gl_FrontLightProduct[0] should be uncomented

Re: [osg-users] Opaque black shadows since moving to OSG V3.0.1

2011-12-01 Thread Wojciech Lewandowski
Hi, Michael, Well, then I guess addition of gl_FrontLightProduct[0] should be uncomented. And thats a missing piece of the puzzle... SVN Blame shows that Robert commented it in 12737 rev on 29th of July. I guess its time to ask Robert what to do with this. Cheers, WL 2011/12/1 Michael Guerrero

Re: [osg-users] Opaque black shadows since moving to OSG V3.0.1

2011-11-30 Thread Wojciech Lewandowski
Hi Cyril, None of the View Dependent Techniques was using Ambient Bias before. So thats not the case here I suppose. I am not sure if thats it but look at the shaders located in StandardShadowMap.cpp. I believe that Robert has switched the shadow shaders to use only fragment shaders somewhere

Re: [osg-users] Opaque black shadows since moving to OSG V3.0.1

2011-11-30 Thread Wojciech Lewandowski
Hi Michael, Haven't you just skipped addition of gl_FrontLightProduct[0].ambient which should contain contribution of light 0 ambient * material ambient ? So final colorAmbientEmissive is gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient. This should produce similar

Re: [osg-users] ShadowMapping in a multipass deferred setup

2011-11-30 Thread Wojciech Lewandowski
Hi Sebastian, Unfortuantely I do not have enough time to get as deep as neccessary into this complex problem you are considering. There could be many approaches to integration of deffered shading with OSG. And I guess algorithms and data structures used in such implementations would most probably

Re: [osg-users] VBO Bug ?

2011-11-23 Thread Wojciech Lewandowski
Hi, Everyone This the response I got from NVidia: It turns out this issue is already fixed in our upcoming 290.xx drivers. We expect a beta driver from this branch to be released sometime in the next few weeks. Thanks for the very easy repro and very thorough detailing of the problem.

Re: [osg-users] Problems with RTT, Shadowmaps and Callbacks

2011-10-25 Thread Wojciech Lewandowski
Hi, Martin I am assuming you are complaining about limitiation of techniques derived from ViewDependentShadowTechnique. If thats a such huge problem for you then you may try to fix ViewDependentShadowTechnique to use RenderStage ptr instead of CullVisitor ptr to index ViewDependentData. That

Re: [osg-users] VBO Bug ?

2011-10-15 Thread Wojciech Lewandowski
Hi, Guys, Bug reported to NVidia. Will keep you posted on progress. See my report below: WL From: Wojciech Lewandowski Sent: Saturday, October 15, 2011 2:10 PM To: devsupp...@nvidia.com Subject: OpenGL VBO bug in Windows (OpenSceneGraph) Dear Dev Support, We have recently isolated an issue

Re: [osg-users] VBO Bug ?

2011-10-13 Thread Wojciech Lewandowski
oktober 2011 7:39 To: OpenSceneGraph Users Subject: Re: [osg-users] VBO Bug ? Hi, On 12/10/2011 18:45, Wojciech Lewandowski wrote: So if you are on Linux and have a minute please let me know how the test passed on your machine ;-) tested on two more for you, both Debian 32-bit. 1: dual nvidia

Re: [osg-users] VBO Bug ?

2011-10-13 Thread Wojciech Lewandowski
Hi, J-S Hehe, do you read my mind ? You posted the answer before my question I arrived on the list. I will send them broken model then. If they have osg installed, they could easily see the OpenGL calls with glDebuger. Cheers, Wojtek Lewandowski -Oryginalna wiadomość- From:

Re: [osg-users] VBO Bug ?

2011-10-12 Thread Wojciech Lewandowski
it seems like a problem is somehow triggered when vbo index range gets close to max value addresable on ushort. Cheers, Wojtek Lewandowski From: PP CG Sent: Wednesday, October 12, 2011 6:20 PM To: OpenSceneGraph Users Subject: Re: [osg-users] VBO Bug ? On 12.10.2011 15:55, Wojciech

Re: [osg-users] OSG Shadow debugging

2011-10-04 Thread Wojciech Lewandowski
Hi, You will probably need to dive into osgShadow code with debugger. I would recommend using osgShadow::ShadowMap for this purpose. Its probably simplest from depth shadow mapping techniques. I would put the breakpoint at start of void ShadowMap::cull(osgUtil::CullVisitor cv) method and

Re: [osg-users] OSG Shadow debugging

2011-10-01 Thread Wojciech Lewandowski
Hi, This looks like you are using LispSM vraiant based on computation of Draw Bounds around rendered scene. Draw Bounds means that result of Draw phase ie prerenderd depths of the scene is used to compute volume of scene which will receive shadows. Debug HUD in lower left corner displays two

Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadow clippingplane

2011-08-15 Thread Wojciech Lewandowski
Hi Cyril, I have finally looked at your example. You set up an omnidirectional light which was very close to the scene and this case cannot really work well using single shadow map. Omni directional light may work if it can be approximated with spot light and set up fairly narrow ( 120) field

Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadow clippingplane

2011-08-10 Thread Wojciech Lewandowski
Hi Cyril, Sorry I am on vacations and have not spotted your question before. Also I will not be able to look at the source code before I get back next week. MinimalShadowMap or MinimalCulllBoundsShadowMap should work correctly with large LightMargin. Does your light source is an infinite

Re: [osg-users] GLSL shadow2D / shadow2DProj question

2011-07-07 Thread Wojciech Lewandowski
Hi Brad, Did you forget to call texture-setShadowComparison(true) ? Its neccessary for shadow2D and shadow2DProj to work. setShadowComparison( true ) is equivalent to OpenGL: glTexParameteri( TextureId , GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB ); Cheers, Wojtek

Re: [osg-users] OSG 3.0 and osgShadow texture unit problems

2011-07-06 Thread Wojciech Lewandowski
Hi, Roger, You might have 16 texture units but only 8 texture coords. And fixed pipeline texgens of course can be set up to 7th stage. Cheers, Wojtek -Oryginalna wiadomość- From: Roger James Sent: Wednesday, July 06, 2011 7:50 PM To: osg-users@lists.openscenegraph.org Subject:

Re: [osg-users] Passing multiple textures in glsl

2011-06-11 Thread Wojciech Lewandowski
Hi Linda, Your code looks correct to me. Your shader does the texture lookup at 0,0,0 coord is there a chance that your test1.bmp picture is black in the corner ? Or its res differs than 128x128 so loading them does not work or leaves some empty space ?. You may try to run the example code

Re: [osg-users] Camera set to RTT, texture never changes

2011-06-04 Thread Wojciech Lewandowski
Hi Kris, Unfortunatelly I cannot offer you a working code example. But I have few observations that could help I believe. For sure you have an error in glBindTexture call. It should be called with GL texture object id. You can obtain it from your RTT texture with

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Wojciech Lewandowski
Hello ! I hope you don't mind I address you directly for this question, but as you implemented the view-dependent shadow techniques, you are best placed to answer it. Well... we will see if I will be able to help here. I am currently investigating a problem that seems to be caused by the

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Wojciech Lewandowski
Hi, I am glad you could solve it. I was not aware of _renderOrderNum index. So thanks, I have learned important new stuff today ;-) I guess you had to override either Ocean or LispSM techniuque already. So you may set _renderOrderNum in overriden code. Depending on which one you overrode, I

Re: [osg-users] osgShadow and nested RTT-cams

2011-05-17 Thread Wojciech Lewandowski
Hi, On 5/16/2011 12:55 PM, Paul Martz wrote: So I always recommended using Slaves cameras instead of Nested cams because they have their own CullVisitors. If I would design this today, instead of CullVisitor I would probably use RenderStage to index view resources. Understood. This is

Re: [osg-users] Shadow is not updated with the light

2011-05-16 Thread Wojciech Lewandowski
Hi Summit, Your problems suggest that the light casting shaodws is not found during cull traversal. See debug method: const osg::Light* StandardShadowMap::ViewData::selectLight ( osg::Vec4 lightPos, osg::Vec3 lightDir ) This it the place in he code where light passed to technique is

Re: [osg-users] osgShadow and nested RTT-cams

2011-05-16 Thread Wojciech Lewandowski
Hi Paul, What I know for certain is this: all shadow techniques stemming from ViewDependentShadowTechnique (StandardShadowMap, MinimalShadowMap, LispSM) are not compatible with nested cameras. And its a design flaw. Basically all these techniques allocate resources per View and views are

Re: [osg-users] DDS with DXT1 with and without alpha

2011-04-14 Thread Wojciech Lewandowski
Hi Robert, I hope I do not spread misinformation, as I am not fully sure nor I know exact details but I believe that logic for finding if DXT1 pixels are transparent, should first check the order of entries in chunk( 4x4pixels) micropallete. And if its ascending then chunk may not contain

Re: [osg-users] ViewDependentShadow massive flickering problems

2011-03-17 Thread Wojciech Lewandowski
Hi, Ramy Sorry for late response (Excuse: Terribly Busy). Truth is I do not have much to suggest in your case. I have tried with J-S to investigate the problem of massive flicker when non zero MinLightMargin was used. This is the observation I got then: When View (shadow receiving) volume

Re: [osg-users] StandardShadowMap and Render To Texture

2011-02-16 Thread Wojciech Lewandowski
Maybe your problem is related to the fact that Shadow maps are usually stored in DEPTH_BUFFER (not COLOR_BUFFER). Wojtek Lewandowski -Original Message- From: Martin Großer Sent: Wednesday, February 16, 2011 3:47 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users]

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