Hi Chuck & all,
Did this ever get addressed? I have an OSG 2.8.3 app which i am trying to
port to 64-bit Mac (i.e. Cocoa). As of 2.8.4, i see that QOSGWidget.cpp
still has this limitation:
#elif defined(__APPLE__) // Assume using Carbon on Mac.
Is it worth continuing to try to build 2.8.3's Q
Thanks Robert, for include/osg/Config. Starting with OSG 2.6, the VTP can now
check OSG_USE_FLOAT_MATRIX to detect whether OSG was built with float matrices
or not. That makes it easy to handle both cases, so the user doesn't need it
built one way or the other.
It is not so surprising that th
m just not finding it, is it in OSG somewhere? I did search the
list archive, and found no relevant mention of 'convergence'.
Thanks,
Ben
-Original Message-
From: Michal Husak [mailto:[EMAIL PROTECTED]
Sent: Thursday, March 27, 2008 2:57 AM
To: Ben Discoe
Hi Ben
> As far
Rick,
Is the problem specific to your exact platform? glutSimple runs fine
elsewhere, including the Windows and Ubuntu boxes here.
The most likely explanation is that you have two copies of OSG on your system,
compiling against the headers of one, linking against the other.
-Ben
> --
Robert,
> > cv.setTraversalMask( traversalMask &
> > getShadowedScene()->getCastsShadowTraversalMask() );
> >
> > If there is always overlap, then &= with traversalmask is a no-op. That
> isn't logical.
>
> The intention is that traversal is restricted to only subgraphs that
> have the CastShad
can
> better understand the mechanics of what is going wrong. Adding an
> extra example scene graph into the osgshadow example that illustrates
> this problem would be best
> as this would give us something we can all test and reproduce the
> problem and make sure fi
> -
> From: Robert Osfield
> Sent: Wednesday, May 21, 2008 10:20 PM
>
> On Thu, May 22, 2008 at 8:22 AM, Ben Discoe <[EMAIL PROTECTED]> wrote:
> > I'm sorry, but a node mask of 0 matches no nodes, and that's definitely
> not correct; this Visitor is su
> -
> From: J.P. Delport
> Sent: Wednesday, May 21, 2008 9:51 PM
>
> I've not been following the discussion in detail, have only a single
> comment below...
>
> > The code:
> >
> >>> cv.setTraversalMask( traversalMask &
> >>> getShadowedScene()->getCastsShadowTraversalMask() );
> >
> > Usin
> -
> From: Alejandro Segovia
> Sent: Wednesday, May 21, 2008 5:50 AM
>
> Hey Ben,
>
> On Tue, May 20, 2008 at 6:20 AM, Ben Discoe <[EMAIL PROTECTED]> wrote:
>> I noticed that using osgShadow::ShadowMap in my scene makes everything
>> very dark, ev
> -
> From: Robert Osfield
> Sent: Tuesday, May 20, 2008 10:47 PM
>
> Hi Ben,
>
> I've just done a quick review and the code looks correct to me.
>
> > Now ShadowMap comes along, and the above code computes (0x4 & 0x2) == 0.
> A visitor mask of 0 finds nothing. That's not right.
>
> No it'
I found what appears to be another bug/limitation in ShadowMap.cpp. When
traversing the nodes which cast shadows, it uses this code:
cv.setTraversalMask( traversalMask &
getShadowedScene()->getCastsShadowTraversalMask() );
'traversalMask' here is the sceneview's draw mask, which defaults to
I noticed that using osgShadow::ShadowMap in my scene makes everything very
dark, even nodes not part of the shadowed scene. Studying the OSG code, i
found this in ShadowMap.cpp, in ShadowMap::cull:
const_cast(selectLight)->setAmbient(osg::Vec4(0.0f,0.0f,0.0f,1.0f);
The light's ambient
> -
> From: Wojciech Lewandowski [EMAIL PROTECTED]
> Sent: Wednesday, May 14, 2008 10:29 PM
>
> Hi Ben,
>
> > CastsShadow bit _does_ need to be set for every parent along
> > the nodepath.
> > If it's true, then that's a very big consideration in how scene
> > graphs must be constructed to u
Alejandro,
I suspect the most likely explanation is this:
1. You are using ShadowTexture, which AFAIK doesn't support self-shadowing.
2. ShadowTexture is ignoring your ReceivesShadow bit, however:
3. When you turn on CastsShadow for a node, it is then implicitly preventing it
from receiving a sh
le 0x & 0x will
> produce 0x false etc...
> __________
>
>
> -Original Message-
> From: Ben Discoe
> Sent: Wednesday, May 14, 2008 10:35 PM
>
> There's something i'm not understanding about osgShadow, and it's probably
> a basic
There's something i'm not understanding about osgShadow, and it's probably a
basic behavior of OSG.
So, the simple question first:
The default node mask for all nodes is 0x.
It i set the mask to 0, then the node (and its children) is not drawn.
If i set the mask to some other value, then
> -
> From: Wojciech Lewandowski
> Sent: Tuesday, May 13, 2008 12:35 PM
>
> Hi Ben, J-S, and All,
>
> I have recently fixed SSM debuging HUD. Its now functional. I think this
> is quite useful option that is worth some presentation to wider audience.
What is this HUD? It sounds very interes
Thanks to J-S and the others who have filled in the osgshadow documentation, it
is really starting to come together.
Question of the day: I find a setTextureSize method on ShadowMap and
SoftShadowMap, but not on the 3 other techniques (even in SVN head). In
particular ShadowTexture has code li
I have updated the page with a link to GPU Gems 2, i guessed at which article
is meant. Any more details you can divulge about SSM? SSM definitely does not
work on my (fairly old) ATI Radeon 9800, perhaps this is due to needing some
specific modern shader capability?
Thanks,
Ben
> -Origi
Alright. I have created a wiki page here, with my best attempt at documenting
what i've learned so far:
http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuide/osgShadow
It would be really great if someone who actually /knows/ the code could fill in
things like:
* How do th
I've started working with osgShadow recently, and although i haven't found any
actual documentation, by studying the osgshadow example and by reading hundreds
of shadow-related messages in the archive, i've begun to understand it,
although many things remain mysterious.
I'd like to contribute b
Mike,
Thanks very much for all you do with putting up the dependencies.
> um ok. On Dependencies
> the second paragraph (_before_ mention of the almost 3 year old .zip
> archive) clearly informs: "[..] required for
> OpenSceneGraph-2.3 and later, is maintained by Mike Weiblen, and can
> be downl
Following the links from the main OSG site, it leads to the 'downloads' page:
http://www.openscenegraph.org/projects/osg/wiki/Downloads
which leads to the 'dependencies' page:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
This instructs us to download 3rdParty_Win32bina
Reed,
OSG on Windows passes your strings directly to fopen, or the C++ stream
equivalent. File paths are assumed to be in the local OS's filesystem
character set. This means that e.g. Chinese filenames can be opened on
computers with Chinese version of Windows, and Western filenames can be op
I posted this message 6 weeks ago, no response... does anybody yet know where
there is any documentation for OpenThreads at all?
-Ben
> -Original Message-
> From: Ben Discoe
> Sent: Sunday, September 02, 2007 11:17 AM
> To: osg-users@lists.openscenegraph.org
> Subject:
>> does OpenThreads have any documentation, at all? I have looked
>> all over the web and the wiki, and not found a bit, not even
>> minimal doxygen docs.
>
> There is only the doxygen docs I'm afraid.
OK - where are the doxygen docs for OpenThreads?
On a related question, is it known that the
I got OSG 2.0 building and moved my community up to it, thanks for the help on
that.
Next question: does OpenThreads have any documentation, at all? I have looked
all over the web and the wiki, and not found a bit, not even minimal doxygen
docs.
I am hoping to port some code from pthreads to
> -
> From: Robert Osfield
> To: osg-users@lists.openscenegraph.org
>
> Hi Ben,
>
> I don't know if it'll help but your link is to the old wiki, you could
> try:
> http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/
> VisualStudio
Aha. I guess what happened is this:
Figuring that 2.0 has been out long enough now that it must be time to upgrade
from 1.2, i tried to build OSG 2.0 this evening.
The file VisualStudio/MUST_READ_ME.txt says to follow the instructions at
http://www.openscenegraph.org/osgwiki/pmwiki.php/PlatformSpecifics/VisualStudio
Those instru
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