Re: [osg-users] Bug in osgShadow::ShadowMap

2008-10-03 Thread Wojciech Lewandowski
Wojciech Lewandowski wrote: > Hi Roger, > > During work on inclusion ViewDependentShadows into osgShadow I was > dealing with similar problem. Certain architectures allow to use > integer unifrom as gl_TexCoord index but others do not. After few > different approaches I ended

Re: [osg-users] osgPPU

2008-10-03 Thread Wojciech Lewandowski
Hi All, I once again checked operator precedence to be sure. == operator has higher precedence than bitwise &. So it looks like parentheses are needed. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Bob Kuehne Sent: Friday, October 03, 2008

Re: [osg-users] Compile errors in SVN head shadow code with floatmatrices

2008-10-04 Thread Wojciech Lewandowski
Thanks, I will try to fix these. As soon as possible. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Roger James Sent: Saturday, October 04, 2008 9:34 PM To: OpenSceneGraph Users Subject: [osg-users] Compile errors in SVN head shadow code w

Re: [osg-users] Lispsm / PSSM merge ?

2008-10-06 Thread Wojciech Lewandowski
Adrian, I am afraid I don't understand what you want to do. Could you provide bit more explicit explanation ? At higher level of abstraction using LispSM with PSSM should be possible but I am not that familiar with PSSM implementations to judge whether it is easy or difficult task to merge two

Re: [osg-users] Compile errors in SVN head shadow codewith floatmatrices

2008-10-06 Thread Wojciech Lewandowski
, Wojtek - Original Message - From: Roger James To: OpenSceneGraph Users Sent: Monday, October 06, 2008 12:05 PM Subject: Re: [osg-users] Compile errors in SVN head shadow codewith floatmatrices Robert Osfield wrote: On Sat, Oct 4, 2008 at 9:40 PM, Wojciech Lewandowski

Re: [osg-users] Compile errors in SVN headshadow codewith floatmatrices

2008-10-06 Thread Wojciech Lewandowski
-submissions about this. Roger Wojciech Lewandowski wrote: Thanks, Robert Roger, I have modified the code so that it explicitly uses Matrixd in problermatic cases. So in practice there are no compilation errors, but shadows are still computed using doubles. I would not risk using

Re: [osg-users] Lispsm / PSSM merge ?

2008-10-06 Thread Wojciech Lewandowski
ar_n [near_0, far_0][near_1=far_0,far_1] [far_1,...] [far_n-1,far_n = far_frustum] would this be easy to do? multiple shadow technic nodes in one scene to get such maps. /adrian 2008/10/6 Wojciech Lewandowski <[EMAIL PROTECTED]> Adrian, I am afraid I don't understan

Re: [osg-users] Near and far calculation and depth maps (and a questionabout WoWvx)

2008-10-07 Thread Wojciech Lewandowski
Chris, Please read following page, until final conclusion: http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html So if you have gone to the conclusion you should now understand why computeNearFar is added to OSG. It simply allows to better utilize depth buffer range. Compute NearFar using

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Wojciech Lewandowski
Hi Guys, Nope, receivesShadowMask is generally ignored in ViewDependentShadows. Exception in MinimaDrawBoundsShadowMap but there it is used only to approximate shadow volume which is later additionaly refined. Problem is that implementing receiveShadowMask without messing with shaders/and un

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Wojciech Lewandowski
J-S, Roger, I am writing for purely formal reasons. It would be rude to not anwser to your posts. But J-S actually said all I wanted to say. So I have nothing more to add. Thanks for discussion guys ;-) Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]

Re: [osg-users] Anyone got a copy of osgNV cvs source

2008-10-10 Thread Wojciech Lewandowski
Hi Roger, I think I have it somewhere on my machine at work. Fortunately for me and unfortunately for you, weekend has come and I may be able to get there and send this on monday. Let me know if you are still interested. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailt

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Wojciech Lewandowski
Hi David, J-S As usual, Great thanks to J-S for doing my work ;-) But I would like to clarify the blending issue you mentioned. In the case where the objects that are casting shadows have expensive fragment shaders, I would prefer to turn these shaders off so that we just get a quick depth o

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Wojciech Lewandowski
Hi J-S, No, they won't be solid. As they are not solid in for trees drawn in island scene. But you have to use alpha ref. On the other hand if your transparency does not use alpha ref and sets Z-values it will still be solid even if color buffer would end transparent. Alpha ref? What's that?

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Wojciech Lewandowski
. See the * OpenSceneGraph Public License for more details. * * ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski * Thanks to to my company http://www.ai.com.pl for allowing me free this work. */ #include #include #include #include #include #include #include #inclu

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Wojciech Lewandowski
Hi J-S, I have sent proposed tweaks for submission. I think your observations prove that AlphaFunc is activated by Transparent bin. IMHO safest way with dealing with AlphaFunc/AlphaTest is to activate it explicitly as a node state attribute whenever BLEND is activated or TransparentBin is sel

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Wojciech Lewandowski
Hi J-S, It looks like we are in sort of counter-phase.You convinced me to your arguments in the same time as I convinced you to mine ;-) However, I've confirmed that disabling the renderbin override is not necessary if I put an AlphaFunc on my root node, so I'd also be happy with the status

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Wojciech Lewandowski
J-S, >> I suppose that single overriden render bin with AlphaFunc/AlphaTest >> turned only when needed should be faster in theory. Other options turn >> AlphaFunce even when not needed. But in practice I doubt difference will >> be noticable. >> >> Even though you managed to activate AlphaFunc, I

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Wojciech Lewandowski
J-S, I agree. I will make proposed changes and resubmit. I will do it tomorrow. Cheers, Wojtek -Original Message- From: Jean-Sébastien Guay [mailto:[EMAIL PROTECTED] Sent: Wednesday, October 15, 2008 10:21 PM To: [EMAIL PROTECTED]; OpenSceneGraph Users Subject: Re: [osg-users] Advice on

Re: [osg-users] Advice on interacting with osgShadow

2008-10-16 Thread Wojciech Lewandowski
J-S and All, After a sleep I have taken another look at the subject and I would like to propose other approach: In general I doubt I will be able to foresee all types of problems and doubt I could add flags to suppress all responsible pieces of code. On the other hand all such problems could b

Re: [osg-users] Advice on interacting with osgShadow

2008-10-17 Thread Wojciech Lewandowski
Hi J-S, Ok, then lets postpone any changes to the moment we hear additional requests from others. Once you managed to solve your blending issue this discussion seems purely academic. Lets wait for some practical problems to appear. I think this is actually best choice. With every piece we add,

Re: [osg-users] Simple sunlight shadow technqiue

2008-10-17 Thread Wojciech Lewandowski
Roger, I had similar dilemma at some point. I was thinking about overridding cull visitor but had problem how to substitute original cull visitor with my class in the middle of cull traversal. Finally I adopted other approach. Once Cull Visitor traverses the scene all drawbles land in render bi

Re: [osg-users] Advice on interacting with osgShadow

2008-10-17 Thread Wojciech Lewandowski
Hi J-S, Ok, then lets postpone any changes to the moment we hear additional requests from others. Once you managed to solve your blending issue this discussion seems purely academic. Lets wait for some practical problems to appear. I think this is actually best choice. With every piece we add,

Re: [osg-users] New Nvidia Driver Fixed Multi-monitor multi-threadedbug?

2008-10-19 Thread Wojciech Lewandowski
Hi, Yep. I have not tested latest drivers, but 2 earlier versions: 177.92 & 178.13 were ok as well. Unfortunately Nvidia did not inform me in which driver release they had appied the fix for the problem I reported. But at least they informed me that they had fixed the driver and had sent it for fi

Re: [osg-users] Lispsm : Shader error, on ATI X1600 Mobile

2008-10-20 Thread Wojciech Lewandowski
Hi Adrian, These errors are weird. And it looks like GLSL compiler does not know what is gl_LightSource size ? I am puzzled because ite GLSL built in variable. I looked for web for this error. I have found a thread on gamedev.net. http://www.gamedev.net/community/forums/topic.asp?topic_id=3816

Re: [osg-users] osgviewer framerate bug?

2008-10-22 Thread Wojciech Lewandowski
Hi Guys, Similar problem also existed on older NVidia drivers in Windows XP. Framerate was slowly degrading when stats were on.I wrote about this few months ago. Recent driver realeases do not cause this effect. Try latest 178.24 drivers if NVidia and Windows is you configuration. Cheers, Wo

Re: [osg-users] Advice on interacting with osgShadow

2008-10-23 Thread Wojciech Lewandowski
David, All classes belonging to ViewDependentShadow group derive shaders from StandardShadowMap. If you look at these shaders you will notice that they are split into main vertex and fragment shader and shadow vertex and fragment shader. Main shaders do nothing extraordinary they simply emulate

Re: [osg-users] Advice on interacting with osgShadow

2008-10-24 Thread Wojciech Lewandowski
David, > I saw this. Maybe I'm being daft, but presumably this only helps when you > have the SAME shader for the entire shadowed scene? I have a situation where > > the shadowed objects have a variety of different shaders. If I'm missing > something obvious, my apologies. Thats true. But oppo

Re: [osg-users] Advice on interacting with osgShadow

2008-10-24 Thread Wojciech Lewandowski
Hi David, Btw. Shadow shaders are extremaly simple. Vertex shader simply performs texgen operation on stage 1 to produce shadow tex coords. Fragment shader simply performs texture from shadow map. So generally you may even hardcode these operation into your main shaders. In my company we use

Re: [osg-users] osgShadow question (ATI related?)

2008-10-28 Thread Wojciech Lewandowski
Rick, I don't know how to help you with your particular problem. But I hope these 2 hints could be useful: I suppose it would be fairly simple to make similar adjustment for LisPSM as you did for ShadowMap. Texgen matrix for LispSM is set in MinimalDrawBoundShadowMap line 225. For safety you shou

Re: [osg-users] osgShadow question (ATI related?)

2008-10-28 Thread Wojciech Lewandowski
Hi Again Rick, Small errata: I forgot to add .cpp suffixes to the files I suggest to modify. So fixes should be done in MinimalDrawBoundShadowMap.cpp line 225 and StandardShadowMap.cpp line 753 Let us know if this helps, if it does, I will be smarter next time when this question appears again.

Re: [osg-users] osgShadow question (ATI related?)

2008-10-29 Thread Wojciech Lewandowski
Hi Rick, I am afraid you are on your own - I will not be able to help much. Shadow mapping issues could be really hard ;-( I would need to grab similar board, roll up the sleeves and start debuging. But I don't have the time nor access to such hardware. > [..] > When I just use StandardShadowMa

Re: [osg-users] Many RTT cameras, strange out of memory errors on Linux

2008-11-11 Thread Wojciech Lewandowski
Hi, I wish I had some friends at NVidia. But unfortunately they not seem to treat me specially. I went through standard Bug report form on developer NVidia website. At least last time they let me know they repeated the bug and did something about it. 2 former cases when I sent reports were ignored.

Re: [osg-users] crash with "multimonitor multithread nVIDIAworkaround" enabled

2008-11-11 Thread Wojciech Lewandowski
Hi Marco, Its really weird. I am pretty much sure we have tested this with Vista x64, but maybe not the latest drivers. May I send you simpified OpenGL only repro I have sent to NVidia as a bug report ? I am curious if the crash will happen with it as well ? Cheers, Wojtek -Original Message

Re: [osg-users] crash with "multimonitor multithreadnVIDIAworkaround" enabled

2008-11-11 Thread Wojciech Lewandowski
Thanks, Marco. I will send this code tomorrow from my office. I don't have it at home. Cheers, Wojtek Hi Wojtek, > Its really weird. I am pretty much sure we have tested this with Vista > x64, > but maybe not the latest drivers. May I send you simpified OpenGL only > repro > I have sent to

Re: [osg-users] crash with"multimonitormultithreadnVIDIAworkaround"enabled

2008-11-12 Thread Wojciech Lewandowski
ue should never crash applications. Marco ---------- From: "Wojciech Lewandowski" <[EMAIL PROTECTED]> Sent: Wednesday, November 12, 2008 11:42 AM To: Subject: Re: [osg-users] crash with"multimonitormultithreadnVIDIAworkaround" enab

Re: [osg-users] crashwith"multimonitormultithreadnVIDIAworkaround"enabled

2008-11-12 Thread Wojciech Lewandowski
Hi Robert, Could you one of your guys implement that original workaround as a runtime optional flag in GraphicsWindowWin32, with an env var settings it's default value. I'd suggest that this workaround is now to set off. I will see what I can do. Wojtek, do you know what driver version numb

Re: [osg-users] pragma warnings disabled in headers

2008-11-21 Thread Wojciech Lewandowski
Hi, Guys Unfortunately we don't always want or can use precompiled headers. Besides, argument about precompiled headers is double sided sword. Such precompiled headers could be also used to enable these warnings after all osg headers with disabled warnings were included. In my humble opinion th

Re: [osg-users] pragma warnings disabled in headers

2008-11-21 Thread Wojciech Lewandowski
more wordy and while of dubious practical value would at least fix the warnings. Robert. On Fri, Nov 21, 2008 at 2:13 PM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote: Hi, Guys Unfortunately we don't always want or can use precompiled headers. Besides, argument about precompiled h

Re: [osg-users] pragma warnings disabled in headers

2008-11-24 Thread Wojciech Lewandowski
Hi Robert, I have restored MSVC disabled warnings in osg/Export. Difference is they are now disabled only when OSG_DISABLE_MSVC_WARNINGS macro is defined. This macro is set through CMake options and autogenerated in osg/Config. Simon suggested that it would be cool if we had more control over

Re: [osg-users] pragma warnings disabled in headers

2008-11-25 Thread Wojciech Lewandowski
Hi Guys, I generally agree that suppressing these warnings is bad. Truth is if they were not disabled at the early days of OSG most of them would be not present today because authors would fix them in other way. And this poses a danger for the future. As along as we keep them disabled authors

Re: [osg-users] FBO OpenGL Error with new nVidia Driver

2008-11-28 Thread Wojciech Lewandowski
Hi Kim, Im curious which OSG version you use ? Could this be that you have dual view setup ? Maybe you have the same error Marco Jez reported recently. You may try to change OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND and see if it helps. Cheers, Wojtek - Original Message -

Re: [osg-users] ShadowMap is wiping out ambient light

2008-12-12 Thread Wojciech Lewandowski
Hi Richard, If you don't mind using vertex shader then look at shaders defined in osgShadow::StandardShadowMap. But I understood that you actually don't want to use vertex shader and you keep fixed vertex pipeline (which is reasonble in many cases). Assuming that we have one light only (all

Re: [osg-users] osgShadow compile problem with OSG 2.7.8

2009-01-14 Thread Wojciech Lewandowski
Hi Paul, Can anybody tell me why I have this osgShadow compile problem using OSG 2.7.8 when compiled using GCC 3.2.3? I think I had the same problem when I attempted to compile 2.7.7 as well.. I am not sure what is recommended solution for your case. Issue is probably related to usage of hea

Re: [osg-users] Problem withdeletion ofDrawableDrawWithDepthShadowComparisonOffCallback

2009-01-20 Thread Wojciech Lewandowski
Roger, I am following your posts but unfortunately cannot find any strong suggestion to help. But I may offer two blind shots, maybe they bring some relief to your problem. 1: I have found that we accidentally created two independent classes with DrawableDrawWithDepthShadowComparisonOffCallbac

Re: [osg-users] Bug : LightSpacePerspectiveShadowMapDB and cow.ive

2009-01-22 Thread Wojciech Lewandowski
Guys, Sorry if I offend anyone but I thought this should be obvious. Looks like only J-S got it ;-) So I now shout to make it clear: If you don't like Vertex shader I use you can easily turn it off and switch to Fragment shader only version. You can easily adopt approach where you have only o

Re: [osg-users] Bug : LightSpacePerspectiveShadowMapDB and cow.ive

2009-01-23 Thread Wojciech Lewandowski
Subject: Re: [osg-users] Bug : LightSpacePerspectiveShadowMapDB and cow.ive Wojciech Lewandowski wrote: Guys, Sorry if I offend anyone but I thought this should be obvious. Looks like only J-S got it ;-) So I now shout to make it clear: If you don't like Vertex shader I us

Re: [osg-users] Is point in view?

2007-12-30 Thread Wojciech Lewandowski
osg::Vec3 projectedPoint = osg::Vec3( x,y,z ) * camera->getViewMatrix() * camera->getProjectionMatrix(); bool pointInFrustum = osg::BoundingBox( -1, -1, -1, 1,1,1 ).contains( projectedPoint ); Cheers, Wojtek Lewandowski -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]

Re: [osg-users] Is point in view?

2007-12-31 Thread Wojciech Lewandowski
Both methods are good you. Use the one which is more convenient ;-) Regards, Wojtek - Original Message - From: "Robert Balfour" <[EMAIL PROTECTED]> To: Sent: Sunday, December 30, 2007 10:10 PM Subject: Re: [osg-users] Is point in view? > Wojciech Lewandowsk

Re: [osg-users] osg in Visual C++ Express Edition 2008

2007-12-31 Thread Wojciech Lewandowski
I have not done it myself so I am not 100 % sure but from what I've heard CMAKE simply does not find your VS 2008 installation on standard predefined paths. Workaround is to run cmake from VS 2008 command prompt. This is what I've heard. If this does not help ask again in new year. My collegues

Re: [osg-users] osg in Visual C++ Express Edition 2008

2008-01-07 Thread Wojciech Lewandowski
>Just because the issue was encountered on Vista doesn't mean it's >related to Vista. In this case, trying to run CMake 2.4.x with Visual >Studio 2008 even on XP would have given the same issue, because CMake >2.4 doesn't recognize VS 2008. You need CMake 2.5. Even on XP. I 100% agree. Its non OS

Re: [osg-users] VBO

2008-01-07 Thread Wojciech Lewandowski
Hi, I am also very surprised to see that use of index arrays/buffer objects impacts performance. Is this a limitation of OSG or OpenGL ? I always thought that Hardware Vertex Buffer + Hardware Index Buffer should be the best performing scenario. I just checked GPU_Programming_Guide on NVidia

Re: [osg-users] VBO

2008-01-07 Thread Wojciech Lewandowski
ot;OpenSceneGraph Users" Sent: Monday, January 07, 2008 12:20 PM Subject: Re: [osg-users] VBO > On Jan 7, 2008 10:58 AM, Wojciech Lewandowski <[EMAIL PROTECTED]> > wrote: >> I am also very surprised to see that use of index arrays/buffer objects >> impacts pe

Re: [osg-users] INT32 redeifinition with Win32 and VS8 binarypackage

2008-01-10 Thread Wojciech Lewandowski
Hi, Philip, FYI: All integral types in Win64 are the same size as they were in Win32. Only ptr types got "promoted" to 64 bit. See this article: http://blogs.msdn.com/oldnewthing/archive/2005/01/31/363790.aspx Cheers, Wojtek Lewandowski - Original Message - From: "Philip Taylor" <[EMA

Re: [osg-users] Adding shadow to an existing scenegraph

2008-01-11 Thread Wojciech Lewandowski
Hi, I asked similar question some time ago. In the meantime I figured it out myself. You don't need to add light to shadowed scene nor it does not need to be present in fixed location in viewer scene hierarchy. I assume of course that you have at lest one light somewhere in hierarchy. In case o

Re: [osg-users] StateSet bin mode

2008-01-11 Thread Wojciech Lewandowski
Hi, >>o OVERRIDE is effectively an instruction to ignore an >> attempts of StateSet below it to set RenderBin's. > > Understood. Can you give me an example of why someone would want to do > this? Pardon me, to step into this discussion but I think I have a situation where renderBin override

Re: [osg-users] Adding shadow to an existing scenegraph

2008-01-11 Thread Wojciech Lewandowski
Hi again, Sorry I was in hurry and I made many errors in my last post it was almost unreadable. I repeat it with at least few of them fixed ;-) You won't find osgShadow::ShadowMap::init it on a Stack Trace. You have to place breakpoint into it. You do this to make sure its actually NOT CALLED

Re: [osg-users] Adding shadow to an existing scenegraph

2008-01-11 Thread Wojciech Lewandowski
Hi, You would need to put breakpoint into osgShadow::ShadowMap::init. When it crashes its probably due to not calling init. So you won't find it on Stack trace. If crash happens you its probably some function under ShadowMap::cull. getDataVariance is called with _stateset being NULL ? Did yo

Re: [osg-users] osgShadow::ShadowMap and _receivesShadowTraversalMask

2008-01-14 Thread Wojciech Lewandowski
Hi, I believe that receivesShadowTraversalMask is used somewhere in ShadowedScene code to initialize NodeMask for traversals. Its common code for all techniques. Check ShadowedScene or ShadowedTechnique. Its must be there. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto

Re: [osg-users] Adding shadow to an existing scenegraph

2008-01-16 Thread Wojciech Lewandowski
For tests, you may derive your ShadowMap from osgShadow::ShadowMap, override init and cull methods. In this way you will be able to check if init was called. Of course I have not tested it but the code should look more or less like this: #include class MyShadowMap: public osgShadow::ShadowMap {

Re: [osg-users] Shadows with OpenProducer - is it possible?

2008-01-17 Thread Wojciech Lewandowski
I haven't suggested that it won't work with osgProducer. I said that your poroblem ie ShadowMap init not being called by Update Traversal may be caused by some differences beetween osgViewer and osgProducer viewers. I would not go that far to say that osgProducer is to blame. But osgShadow example

Re: [osg-users] 64bit question

2008-01-24 Thread Wojciech Lewandowski
Hi, We have one 64bit setup in our company. It was not used for few months, but in the summer we we built couple osg releases using it. In that time, it was just a matter of selecting target 64 bit VS environment, when Cmake was run for the very first time in OSG directory. This selection is also

[osg-users] Scene prerender for selecting parameters needed for cull and final screen render

2008-01-26 Thread Wojciech Lewandowski
Hi Robert, I am struggling with building decent ShadowMapping approach for flight sim application. Due to performance requirements I am hesistant to use multipass PSSM and I am trying to implement (one extra pass only) some kind of perspective shadow mapping derived algorithm. I went through Trape

Re: [osg-users] Scene prerender for selecting parameters needed for cull and final screen render

2008-01-26 Thread Wojciech Lewandowski
, or just some bugs lurking that I have found. As I'm so short on time I can't really dive any deeper than this, good luck, Robert. On Jan 26, 2008 12:37 PM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote: > Hi Robert, > > I am struggling with building decent ShadowMappi

[osg-users] Vector/Model data inserts in VPB/OSGDEM terrain. Possible ?

2008-02-08 Thread Wojciech Lewandowski
Hi everyone, Does VPB (or OSGDEM) allow to make holes in the terrain mesh for high fidelity vector models ? If not, maybe you can offer some suggestions how to do it ? Thanks in advance, Wojtek Lewandowski ___ osg-users mailing list osg-users@lis

Re: [osg-users] Vector/Model data inserts in VPB/OSGDEM terrain. Possible ?

2008-02-08 Thread Wojciech Lewandowski
de example so I thought that maybe something like this was already done. Cheers, Wojtek Lewandowski > Wojciech Lewandowski a écrit : >> Hi everyone, >> >> Does VPB (or OSGDEM) allow to make holes in the terrain mesh for high >> fidelity vector models ? >> If not,

Re: [osg-users] Vector/Model data inserts in VPB/OSGDEM terrain.Possible ?

2008-02-08 Thread Wojciech Lewandowski
/OSGDEM terrain.Possible ? Have you looked at osgTDS http://www.andesengineering.com/Projects/TDS/ Brian On Feb 8, 2008 6:16 AM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote: Hi everyone, Does VPB (or OSGDEM) allow to make holes in the terrain mesh for high fidelity

Re: [osg-users] osgShadow one shot shadow map

2008-02-11 Thread Wojciech Lewandowski
I implemented Trapezoidal and LiSpPSM. Actually most of the time was spent on algorithms finding minimal shadowed scene bounds under OSG. It was a key to good shadow mapping results. I will try to contribute LispSM when I am done with all the issues. Cheers, Wojtek -Original Message- Fro

Re: [osg-users] osgShadow one shot shadow map

2008-02-11 Thread Wojciech Lewandowski
Hi, ShadowMap::cull invokes culls traversal for both main camera (ShadowReceiving) graph & shadow camera (ShadowCasting) graphs. So if you block whole cull on ShadowMap level - it won't draw the scene as well. The trick is to block only the portion that culls ShadowCasting graph. See the osgS

Re: [osg-users] osgShadow one shot shadow map

2008-02-11 Thread Wojciech Lewandowski
I have spent couple months banging my head against the wall, implementing perspective shadow mapping algortihms and that is the only rason I know how osgShadow::ShadowMap works ;-). Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Jean-Sebastien Guay S

Re: [osg-users] osgShadow one shot shadow map

2008-02-12 Thread Wojciech Lewandowski
Hi will this implementation be avaible for the osg community, new shadow implementation ? 2008/2/11, Wojciech Lewandowski <[EMAIL PROTECTED]>: I implemented Trapezoidal and LiSpPSM. Actually most of the time was spent on algorithms finding minimal shadowed scene bounds under OSG. It was a

Re: [osg-users] osgShadow one shot shadow map

2008-02-12 Thread Wojciech Lewandowski
Hi, I developed two methods to compute convex hull of visible scene portion: A: one based on cull stage I scan render leaves generated by main camera cull traversal and compute minimal convex hull around them B: second based on draw stage I prerender the scene to small resolution depth

Re: [osg-users] osgShadow one shot shadow map

2008-02-13 Thread Wojciech Lewandowski
Hi J-S, >This is the part I'm having trouble with. I actually don't mind using >the scene bound I get with the ComputeBoundingBoxVisitor, but getting a >usable camera frustum (both for main and light cameras) and then >intersecting those is the hard part for me. Any tips there? How do you >create

Re: [osg-users] osgShadow one shot shadow map

2008-02-14 Thread Wojciech Lewandowski
Hi J-S, > Thank you Wojtek, I'll check that out! I'm really very grateful to you > for contributing this. I've been banging my head on this and we're still > on OSG 2.2 here so I didn't think of going to see in the new additions > if there was something that would help me out. You're welcome.

Re: [osg-users] Framerate vs stats?

2008-02-15 Thread Wojciech Lewandowski
Hi Robert, We noticed another issue. When statistics bars are on - framerate slowly degrades. This happens with osgviewer dumptruck.osg for example. When stats are on draw time slowly grows and framerate starts to decrease. Tested with latest svn (2.3.4), windows xp & vista, OSG built with VS 2

Re: [osg-users] Framerate vs stats?

2008-02-15 Thread Wojciech Lewandowski
: OpenSceneGraph Users Sent: Friday, February 15, 2008 1:10 PM Subject: Re: [osg-users] Framerate vs stats? On Fri, Feb 15, 2008 at 12:57 PM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote: Hi Robert, We noticed another issue. When statistics bars are on - framerate slowly degrades

Re: [osg-users] Framerate vs stats?

2008-02-15 Thread Wojciech Lewandowski
- Original Message - From: Wojciech Lewandowski To: OpenSceneGraph Users Sent: Friday, February 15, 2008 2:42 PM Subject: Re: [osg-users] Framerate vs stats? Thanks Serge, I have to withdraw my claim. Your mail gave me something to think and I checked whether problem exists in

Re: [osg-users] Framerate vs stats?

2008-02-15 Thread Wojciech Lewandowski
Hi J-S, > I've seen that, but only when compiled in debug mode... Check to see if > you're in debug. Never do performance timing in debug mode :-) > > If you're in release, then I haven't seen this, might be a driver bug... Its in Release mode. But we also found problem is present only in multi-

Re: [osg-users] Vector/Model data inserts in VPB/OSGDEM terrain.Possible ?

2008-02-20 Thread Wojciech Lewandowski
u. >> >> Cheers, >> Wojtek >> >> >> >> >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] Behalf Of Brian >> Sent: Friday, February 08, 2008 6:28 PM >> To: OpenSceneGraph Users >> Subject

[osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
Hello everyone, I have following problem: Shadow Mapping - so called duelling frusta case ie light direction opposite to view direction. Objects drawn into Shadow Map also contain LOD nodes. When rendering shadow map LODs are drawn based on distance computed from shadow camera. But this is plai

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
Hi J-S, I am not sure what is the difference between EyePoint and ViewPoint but really hope that EyePoint/ViewPoint duo was introduced for problems like mine. If I only knew how to use them to my advantage ;-) Cheers, Wojtek - Original Message - From: "Jean-Sébastien Guay" <[EMAIL

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
Hi Paul, > Ideally, you would want the shadow caster's LOD to be selected based on > the > distance between the eyepoint and the shadow receiver, wouldn't you? Actually I would like it to be based on the distance from eyepoint to Shadow Caster (measured in main camera view space). If its based

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
Hi Paul, > If your eye is close to the shadow but far from the caster, then the > shadow > covers a large pixel area and the caster covers a small pixel area. This > is > exactly the case where you would want to use two different levels of > detail > for the caster -- one to create a high resol

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
Hi Brian, > It looks like you'll need to create a custom cull visitor that stores the > desired eye point and overrides the CullVisitor::getViewPoint method to > return the stored eye point instead of the CullStack view point. Thats sounds like it something I might be able to do ;-). Do you know

Re: [osg-users] Problem to consider: Shadow maps and LOD

2008-02-26 Thread Wojciech Lewandowski
Welsh - mogumbo 'at' gmail.com www.reallyslick.com | www.mogumbo.com > Message: 5 > Date: Tue, 26 Feb 2008 15:18:13 +0100 > From: "Wojciech Lewandowski" <[EMAIL PROTECTED]> > Subject: [osg-users] Problem to consider: Shadow maps and LOD > comput

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
retty safe. > > Caveat - I've only looked at the code and haven't tried this. > > > Brian > > [EMAIL PROTECTED] wrote: - > > > To: "OpenSceneGraph Users" > From: "Wojciech Lewandowski" <[EMAIL PROTECTED]> > Sent by

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-28 Thread Wojciech Lewandowski
will send proper submission. Cheers, Wojtek - Original Message - From: "Wojciech Lewandowski" <[EMAIL PROTECTED]> To: "OpenSceneGraph Users" Sent: Tuesday, February 26, 2008 9:28 PM Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD computation

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-28 Thread Wojciech Lewandowski
Hi Justin, Look at void osgUtil::RenderStage::draw(osg::RenderInfo& renderInfo,RenderLeaf*& previous) method.(Line 825 in currnt SVN src/osgUtil/RenderStage.cpp). Its all there. 1: Prerender cameras add Prerender stages. Prerender stages are drawn first. Line 833: drawPreRende

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-28 Thread Wojciech Lewandowski
Of Wojciech Lewandowski Sent: Thursday, February 28, 2008 9:07 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins? Hi Justin, Look at void osgUtil::RenderStage::draw(osg::RenderInfo& renderInfo,RenderLeaf*& previous) method.(Lin

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-29 Thread Wojciech Lewandowski
Hi Robert, > I'll be doing some merges this morning and once this done will spend a > bit of time reflecting on this issue. Thank You, I don't opt for any specific solution. Anything what gives a method to grab current State object will help. I gues Justin will say the same if he would able to

Re: [osg-users] Complete darkness

2008-02-29 Thread Wojciech Lewandowski
Sounds like default Light Model ambient Look at OpenGL docs for glLightModel & GL_LIGHT_MODEL_AMBIENT. Cheers, Wojtek - Original Message - From: "Necdet Can Atesman" <[EMAIL PROTECTED]> To: Sent: Friday, February 29, 2008 1:10 AM Subject: [osg-users] Complete darkness > Hi folks,

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-29 Thread Wojciech Lewandowski
Thanks, Robert. I think I will be also happy with this solution ;-). I will be leaving for two weeks soon so will not have the chance to test now it but I will do this when I am back. I noticed a typo in const getter function for InitialCallback. Method is named getUnitialDrawCallback. Cheers, Wo

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-03-01 Thread Wojciech Lewandowski
h 01, 2008 1:01 PM To: [EMAIL PROTECTED]; OpenSceneGraph Users Subject: Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins? On Fri, Feb 29, 2008 at 9:18 PM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote: > I noticed a typo in const getter function for InitialCallba

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-03-01 Thread Wojciech Lewandowski
: Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins? On Sat, Mar 1, 2008 at 12:31 PM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote: > I just have sent a fix for heavier issue. New > Camera:DrawCalback::operator()( RenderInfo & ) needs to be exported in > Windows. O

Re: [osg-users] osgShadow example and gerneral question

2008-03-17 Thread Wojciech Lewandowski
Hi Robert and All, I am back from vacations. Ready to take the responsibility for my changes in osgShadow::ShadowMap ;-). Does the problem Adrian refers happen only with PSSM or standard ShadowMap as well ? Its not obvious from forum emails and I am unable to replicate it with standard ShadowMa

Re: [osg-users] osgShadow example and gerneral question

2008-03-17 Thread Wojciech Lewandowski
results across and models sizes. Robert. On Mon, Mar 17, 2008 at 9:47 AM, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote: > Hi Robert and All, > > I am back from vacations. Ready to take the responsibility for my changes > in > osgShadow::ShadowMap ;-). Does the problem Adr

Re: [osg-users] osgShadow example and gerneral question

2008-03-17 Thread Wojciech Lewandowski
Robert, I replicated the problem with osgShadow::ShadowMap. I will try to find the cause... Cheers, Wojtek - Original Message - From: "Wojciech Lewandowski" <[EMAIL PROTECTED]> To: "OpenSceneGraph Users" Sent: Monday, March 17, 2008 11:57 AM Subject: Re: [os

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Wojciech Lewandowski
rotect it from inheritance overriding ? If yes then we got a lot of code to review and adjust ...;-( Cheers, Wojtek - Original Message - From: "Wojciech Lewandowski" <[EMAIL PROTECTED]> To: "OpenSceneGraph Users" Sent: Monday, March 17, 2008 12:29 PM Subjec

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Wojciech Lewandowski
ither changing the defaults in CullSettings so that less of the inherited state comes down into the local Camera, or we override the defaults locally. I'd suggest we change the defaults locally and review the defaults in light of how many changes we make. Robert. On Tue, Mar 18, 2008 at 9:18

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Wojciech Lewandowski
Hi Robert, >> In other words from now when we want a fixed projection matrix we need >> to >> make two calls: >> >> camera->setComputeNearFarMode( osg::Camera::DO_NOT_COMPUTE_NEAR_FAR ); >> >> camera->setInheritanceMask( camera->getInheritanceMask() & >> ~osg::Camera::COMPUTE_NEAR_FAR_MODE );

Re: [osg-users] Shadow Map and threading mode

2008-03-18 Thread Wojciech Lewandowski
Hi J-S, I was on vactions. But if you are still interested I did the test you wanted. I have added ThreadingHandler to shadow example. Pressing m does not crash the program but freezes shadow map. Shadow map is no longer refreshed. I did the same quick test with prerender example and results are s

<    1   2   3   4   5   6   >