Re: [osg-users] Issue on using pure OpenGL in custom drawables

2008-12-09 Thread Christian Heine
Hi, thanks for the hints, the definition of a valid bounding box on my custom drawable has solved the issue. Best regards, Christian Ulrich Hertlein wrote: Hi Christian, On 9/12/08 7:34 PM, [EMAIL PROTECTED] wrote: What me confused is, that the point sprite is rendered correctly (on the

[osg-users] osgWidget::Label texturing bug?

2008-10-10 Thread Christian Heine
Hi folks, I'm actually integrate osgWidget as GUI library in our engine. I know it's beta status, but it's pure OSG and we think a better solution than other third libraries like CEGUI. My first test are working well. Now i try to extend simple things, i.e. add a mechanism to set textures for

Re: [osg-users] osgWidget::Label texturing bug?

2008-10-10 Thread Christian Heine
Jeremy Moles wrote: On Fri, 2008-10-10 at 17:58 +0200, Christian Heine wrote: Hi folks, I'm actually integrate osgWidget as GUI library in our engine. I know it's beta status, but it's pure OSG and we think a better solution than other third libraries like CEGUI. My first test are working

[osg-users] Bug in regarding uniform values?

2008-06-13 Thread Christian Heine
Hello, in the last few day's i posted in the Issue on sharing shaders between objects thread, that i've trouble in sharing shaders and unfiorms. If i create two shaders (dot3) and two objects i got the same shader result on each object. Now i figured out, that the failure occurs if i use

Re: [osg-users] Issue on sharing shaders between objects

2008-06-05 Thread Christian Heine
state manager, causing this failure? -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Christian Heine Sent: Thursday, June 05, 2008 11:34 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Issue on sharing shaders between objects Hello

Re: [osg-users] Dilemma with the usage of object Shaders in differend views ...

2008-04-08 Thread Christian Heine
Hello Guy, I think attaching a shader to each view instead of to object X would be fine. I'm not sure if this may be the right thing. Correct me if I'm wrong but this causes in some other issues: 1. I lost the reference to the specifiv object states like Textures, Geometries etc. How does the

Re: [osg-users] Issue on blur test

2007-11-20 Thread Christian Heine
(currentValue, lastValue, fBlur); //*vec4(1.0, 1.0, 0.0, 0.0); I'm running out of ideas what could be conceptional wrong. Every help is preferable. Best regards, Christian P.S.: I've attached the new modified code fragment to this post. Christian Heine wrote: Hello, actually i try to integrate a blur

[osg-users] Issue on blur test

2007-11-18 Thread Christian Heine
Hello, actually i try to integrate a blur shader to my test scene. To realize this I've implemented a small scene with a dot3 textured quad (done by a shader). This scene is rendered to a texture oriented on the distortion example. This works fine, but when i bind the secondary blur shader on

Re: [osg-users] Multipass shading, black texture coming out of the first pass

2007-10-18 Thread Christian Heine
Hello Swen, i will take a look at your code when i am back from office. Before i have an additional information for you: Yesterday i've played a little bit arround with my solution and try to solve the problem in a first dirty solution. For that i've created two HUD surfaces. The first where i

Re: [osg-users] Multipass shading, black texture coming out of the first pass

2007-10-17 Thread Christian Heine
Hello Swen, in the last few days i've figured out, that i have a bug in my multipass soluiton. For this bug, i've actually no idea how i could solve the problem The problem occurs with the execution of the passes. Each pass holds an osg::StateSet where the Shaders and textures are bound for

Re: [osg-users] Multipassshading in OSG v1.2

2007-10-11 Thread Christian Heine
Hi Sven, i must agree Gerrick, one possible way to implement a multipass shading in OSG is using the osgFX libary. It's stable and work well, but i think a big disadvantage of this libary is the inflexibility. Each Shader you will have to bind must be implemented separatly by overwriting special

Re: [osg-users] Several RTT camera/shader issue(s) on multipass shading

2007-10-07 Thread Christian Heine
for the camera, if you were using anything else, your results would probably be off. summary: check the texture coordinates for the pass you are referring to :) Cheers Mihai Christian Heine wrote: Hello, 2nd issue (Shader): If i use in the vertex shader the values of the rendering pipeline