Re: [osg-users] Depth and Color buffer attachemnts do not play along together

2021-03-30 Thread Glenn Waldron
Nick, Pretty sure you can only attach one texture to a FRAME_BUFFER render target. And in that case, it is just copying the framebuffer to your texture after rendering it. Consider using a FRAME_BUFFER_OBJECT instead. On Monday, March 29, 2021 at 10:45:27 PM UTC-4 trajce.ni...@gmail.com wrote:

Re: [osg-users] Render normal vectors to image

2019-11-12 Thread Glenn Waldron
You're welcome. You might be able to use the osgDB::Registry::setReadFileCallback() method to intercept read calls. At that point you can generate your normals (for example run the osgUtil::SmoothingVisitor) and then return the result to the system. Glenn Waldron / osgEarth On Mon, N

Re: [osg-users] Display lines far from the beginning of the SC...

2019-11-11 Thread Glenn Waldron
metry (for example, the centroid) and make your coordinates relative to that local origin. Then place the geometry under a transform node (like MatrixTransform) that translates the geometry to that local origin. This will eliminate the jitter. Glenn Waldron / osgEarth -- Read

Re: [osg-users] Render normal vectors to image

2019-11-11 Thread Glenn Waldron
c4 gdepth; ... gcolor = color; gnormal = vec4((normal+1.0)/2.0, 1.0); gdepth = vec4(gl_FragCoord.z, 1.0); Notice that you will need to normalize the "normal" value so it's between [0..1]. Hope this helps! Glenn Waldron / osgEarth On Mon, Nov 11, 2019 at 4:20 AM Han Hu wrote: >

Re: [osg-users] Finding the edge of a frustum, or intersection with the edge of a frustum

2019-11-09 Thread Glenn Waldron
convert your line's points into clip space by multiplying each point by the (modelview matrix * projection matrix). I successfully used this approach for graticule labeling in osgEarth. Good luck! Glenn Waldron / osgEarth On Fri, Nov 8, 2019 at 3:44 PM Brad Colbert wrote: > Hi, > >

Re: [osg-users] Setting a monochrome 2d texture from byte array

2019-11-06 Thread Glenn Waldron
Steve, Just be aware that GL_LUMINANCE is long since deprecated and only available in compatibility context. GL_RED is the only 1-channel option available in modern OpenGL. Glenn Waldron / osgEarth On Tue, Nov 5, 2019 at 12:49 PM Steve Hardy wrote: > Hi, > > Thanks for the responses.

Re: [osg-users] Setting a monochrome 2d texture from byte array

2019-11-05 Thread Glenn Waldron
Sandy, Try this instead. You probably want normalized [0..1] data on the GPU, not [0..255] integers. img->setImage(w, h, 1, GL_R8, GL_RED, GL_UNSIGNED_BYTE, data, osg::Image::USE_MALLOC_FREE); Glenn Waldron / osgEarth On Tue, Nov 5, 2019 at 2:14 AM Steve Hardy wrote: > Hi, > >

Re: [osg-users] vcpkg gl3+

2019-10-04 Thread Glenn Waldron
Gijsbert, Using the default OSG build does NOT prevent you from using GL3 and GL4 features. However, it will not support a CORE profile -- for that you'll need to rebuild them yourself with the correct options. Hope this helps. Glenn Waldron / osgEarth On Fri, Oct 4, 2019 at 5:04 AM Gij

Re: [osg-users] Image from shader

2019-10-03 Thread Glenn Waldron
I think you want: gl_FragColor = color; Or, if you'd rather use the built-ins, get rid of your "out vec4 color" and write to gl_FrontColor in the vertex shader: gl_FrontColor = gl_Color; And read from gl_Color in the fragment shader: gl_FragColor = gl_Color; Glenn Waldron / os

Re: [osg-users] [OSG 3.6.3 Core Profile GL 3+] Weird clipping behaviour in Fragment Shader

2019-09-19 Thread Glenn Waldron
GL_CLIP_PLANE0 is deprecated in GL3+ and unavailable in CORE profile. Instead, use GL_CLIP_DISTANCE0, pass your clip plane into your shader in a uniform, and use it to set gl_ClipDistance[0]. Example: https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/ClipPlane.glsl Glenn Waldron

Re: [osg-users] Render to Texture and osgQt (osgQOpenGL)

2019-09-16 Thread Glenn Waldron
Read this - it might help: http://forum.osgearth.org/solved-black-screen-with-drape-mode-in-a-QOpenGLWidget-td7592420.html#a7592421 Glenn Waldron / osgEarth On Mon, Sep 16, 2019 at 2:03 PM Wouter Roos wrote: > Hi all, > I'm really struggling with getting RTT to work under the lat

Re: [osg-users] Fixed pipeline lighting to shaders

2019-08-12 Thread Glenn Waldron
Here's some shader code you can use as a reference (not a complete solution on its own). There are also some links in the code comments you can research. https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/PhongLighting.frag.glsl On Sat, Aug 10, 2019, 1:49 AM Catalin wrote: > Hi, > >

Re: [osg-users] Rendering a Depthmap

2019-06-12 Thread Glenn Waldron
rg/intermediate-tutorials/tutorial-16-shadow-mapping/ Glenn Waldron On Wed, Jun 12, 2019 at 6:47 AM Lucas Amparo wrote: > Hi, everyone > > I'm trying to render a depthmap using shaders. Very simple, just using the > distance from an arbitrary point P to the camera's eye.

Re: [osg-users] Convert .earth file to .osg format

2019-04-30 Thread Glenn Waldron
Steven, You should consider making a GDAL VRT. It's a format for compositing source files together into one virtual data source. You can build it by hand or use the gdalbuildvrt tool. https://www.gdal.org/gdalbuildvrt.html Glenn Waldron / osgEarth On Mon, Apr 29, 2019 at 7:02 PM Chris H

Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: Where is CreateContextAttribs() being used?

2019-04-15 Thread Glenn Waldron
Let's try that again: https://gist.github.com/gwaldron/a56b0e77e7fa8587b698717d21f9366d Glenn Waldron On Mon, Apr 15, 2019 at 3:33 PM Glenn Waldron wrote: > Here's a quick reference for building OSG (and osgEarth) for GL CORE... > may be helpful. > > Glenn Waldron >

Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: Where is CreateContextAttribs() being used?

2019-04-15 Thread Glenn Waldron
Here's a quick reference for building OSG (and osgEarth) for GL CORE... may be helpful. Glenn Waldron On Thu, Apr 11, 2019 at 10:49 AM Sebastian Messerschmidt < sebastian.messerschm...@gmx.de> wrote: > Merlin, > > > > As Chris already mentioned the complete applicat

[osg-users] VertexAttribDivisor -- should it be part of the VAO state?

2019-03-19 Thread Glenn Waldron
Array. The divisor is really a property of the Array. I am thinking that it should be set in osg::Array and then applied in Geometry::drawVertexArraysImplementation. Hope to hear your thoughts. Glenn Waldron / osgEarth ___ osg-users mailing list osg-

Re: [osg-users] How do I continuously read the mouse position as the mouse is moving, without a click event in osg

2019-02-12 Thread Glenn Waldron
Kris, You want to install an osgGA::GUIEventHandler, override the handle method, and listen for the MOVE or DRAG events. DRAG fires when moving the mouse with a button down. Glenn Waldron / osgEarth On Fri, Feb 8, 2019 at 6:03 AM Kris Bartowski wrote: > Hi, > > I want to read

Re: [osg-users] [3rdparty] Use PNG as texture for terrain in osgEarth

2019-01-10 Thread Glenn Waldron
Rodrigo, To load a png you need to replace TMSOptions with GDALOptions. On Mon, Jan 7, 2019, 12:21 PM Rodrigo Dias Hi, > > Following this example ( > http://docs.osgearth.org/en/latest/developer/maps.html#programmatic-map-creation), > I'm trying to use a PNG instead of a link (like the example us

Re: [osg-users] reflection on mesh texture

2018-11-09 Thread Glenn Waldron
Vinicius, That looks like texture aliasing. Enable mipmapping by setting a minification filter like so: texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR); texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); Good luck. Glenn Waldron / osgEart

Re: [osg-users] osg::observer_ptr and osg::ref_ptr

2018-10-31 Thread Glenn Waldron
unexpected and undesirable behavior. So returning false makes sense. I suspect that having a class creating an observer to itself is a design flaw :) Glenn Waldron / osgEarth On Wed, Oct 24, 2018 at 8:59 AM Kristofer Krus wrote: > Hi Robert, > > Thanks. I'm having the problem that an obs

Re: [osg-users] Thoughts on Gitter, or other forums as alternative to our current forum/ML?

2018-09-18 Thread Glenn Waldron
ently they will sometimes offer discounts or even free hosting for other open source projects: https://blog.discourse.org/2016/03/free-discourse-forum-hosting-for-community-friendly-github-projects/ Glenn Waldron On Fri, Sep 14, 2018 at 7:27 AM Robert Osfield wrote: > Hi All, > > I would

Re: [osg-users] OpenSceneGraph-3.6.3 release candidate 2 tagged

2018-09-14 Thread Glenn Waldron
t be glTexStorage strictly enforcing things that glTexImage was lenient about. Glenn On Fri, Sep 14, 2018 at 8:56 AM Robert Osfield wrote: > On Fri, 14 Sep 2018 at 13:08, Glenn Waldron > wrote: > > False alarm on the transparency report -- sorry! > > That's a relief, di

Re: [osg-users] OpenSceneGraph-3.6.3 release candidate 2 tagged

2018-09-14 Thread Glenn Waldron
Robert, False alarm on the transparency report -- sorry! Glenn Waldron / Pelican Mapping On Fri, Sep 14, 2018 at 3:35 AM Robert Osfield wrote: > GL_BLEND if the image was translucent and tested it with > OpenSceneGrpaph-Data/Images/trree0.rgba and it worked fine. The > modifie

Re: [osg-users] OpenSceneGraph-3.6.3 release candidate 2 tagged

2018-09-13 Thread Glenn Waldron
Laurens, Did you test it using a texture with alpha channel? We are now seeing some problems now transparency. Glenn Waldron / Pelican Mapping On Thu, Sep 13, 2018 at 8:31 AM Voerman, L. wrote: > Hi Glenn, Robert, > > I used a constructed dds file with marked / differently colored m

Re: [osg-users] OpenSceneGraph-3.6.3 release candidate 2 tagged

2018-09-13 Thread Glenn Waldron
min-filter on the texture. Then set the OSG_GL_TEXTURE_STORAGE env var to OFF, and repeat; you will see the min-filter acting as expected. Glenn Waldron On Wed, Sep 12, 2018 at 12:11 PM Robert Osfield wrote: > Hi Glenn, > > I've compiled and run the example against the 3.6 bran

Re: [osg-users] OpenSceneGraph-3.6.3 release candidate 2 tagged

2018-09-11 Thread Glenn Waldron
, OSG 3.6.x branch tip 9/11/18. Glenn Waldron On Tue, Sep 11, 2018 at 7:36 AM Robert Osfield wrote: > Hi All, > > I have just tagged the 3.6.3 release candidate 2: > > > https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneGraph-3.6.3-rc2 > > My aim is to tag

Re: [osg-users] OpenSceneGraph-3.6.3 release candidate 1 tagged!

2018-09-10 Thread Glenn Waldron
Robert, I ran into a few "implicit ref_ptr output conversion" issues in the master (and 3.6.x branch)... PR is forthcoming. Glenn Waldron On Mon, Sep 10, 2018 at 11:50 AM Glenn Waldron wrote: > PR for osgText is up. > https://github.com/openscenegraph/OpenSceneGraph/pu

Re: [osg-users] OpenSceneGraph-3.6.3 release candidate 1 tagged!

2018-09-10 Thread Glenn Waldron
PR for osgText is up. https://github.com/openscenegraph/OpenSceneGraph/pull/622 Glenn Waldron On Sat, Sep 8, 2018 at 8:35 AM Glenn Waldron wrote: > Robert, > Sorry, I got sidetracked ... will generate the PR on Monday. > > On Thu, Sep 6, 2018, 11:27 AM Robert Osfield > wrote

Re: [osg-users] OpenSceneGraph-3.6.3 release candidate 1 tagged!

2018-09-08 Thread Glenn Waldron
t; Robert. > On Thu, 6 Sep 2018 at 15:58, Glenn Waldron wrote: > > > > Robert, > > > > I apologize for not proposing this sooner. I made a couple updates to > the Font and Glyph classes to address some thread-safety problems, and then > forgot about them until

Re: [osg-users] OpenSceneGraph-3.6.3 release candidate 1 tagged!

2018-09-06 Thread Glenn Waldron
://github.com/pelicanmapping/OpenSceneGraph/commit/c8b5a925459aa624a1d779192d3b8b0d7c4fa767 I made this change against the 3.6.x branch. It's a small patch, but if you need a proper PR let me know and I'll spend some time putting it together. Glenn Waldron On Thu, Sep 6, 2018 at 7:38

Re: [osg-users] Drawable - recent commit causing problems

2018-09-03 Thread Glenn Waldron
Robert, Indeed, that was exactly my workaround while you looked into the issue. So I'd say that will work. Thanks. Glenn Waldron On Mon, Sep 3, 2018 at 5:35 AM Robert Osfield wrote: > H Glenn, > > I don't have a test for the issue you've seen so have to implement >

[osg-users] Drawable - recent commit causing problems

2018-08-30 Thread Glenn Waldron
s exposing something I'm doing wrong on my end. Glenn Waldron / osgEarth ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] New glTexStorage code is disrupting FBO initialization

2018-08-10 Thread Glenn Waldron
Several OSG examples also bind to COLOR_BUFFER0 for RTT and they fail in a similar fashion: osgoit, osgblenddrawbuffers, osgSSBO, osgdeferred. Glenn Waldron On Fri, Aug 10, 2018 at 1:48 PM Glenn Waldron wrote: > Julian, > New information: In osgEarth we use Camera::attach l

Re: [osg-users] New glTexStorage code is disrupting FBO initialization

2018-08-10 Thread Glenn Waldron
Julian, New information: In osgEarth we use Camera::attach like so: rttCamera->attach(osg::Camera::COLOR_BUFFER0, texture); If I replace COLOR_BUFFER0 with COLOR_BUFFER, it works. Been using the former since forever but maybe it was wrong. Glenn Waldron On Fri, Aug 10, 2018 at 12:39

[osg-users] New glTexStorage code is disrupting FBO initialization

2018-08-09 Thread Glenn Waldron
IDUsageCount(0) to 3 The "osgprerender" example still seems to work but generates FBO warnings as well. I have not had a chance for a deep-dive yet ... but wanted to make you aware. Glenn Waldron / osgEarth ___ osg-users mailing list osg-us

[osg-users] osgText: two thread-safety issues

2018-07-31 Thread Glenn Waldron
threads. Font::getCachedStateSets() returns a container that can be modified by the Text::createStateSet() method. This container also needs mutex protection. Glenn Waldron ___ osg-users mailing list osg-users@lists.openscenegraph.org http

[osg-users] Extra draw calls in osgText?

2018-07-19 Thread Glenn Waldron
/openscenegraph/OpenSceneGraph/blob/master/src/osgText/Text.cpp#L1151 It works, but I can't help wondering why the empty primitive sets exist in the first place. So I figured I'd see if you knew :) I am using the tip of the OSG 3.6.x branch. Glenn Waldron

Re: [osg-users] World space normal.

2018-07-12 Thread Glenn Waldron
Marlin, This might work: vec3 normalWorld = mat3(osg_ViewMatrixInverse) * gl_NormalMatrix * gl_Normal; But like Robert says, world coordinates on the GPU will lead to precision loss, so only do it if you are content with a low-precision result. Glenn Waldron On Wed, Jul 11, 2018 at 9:34 AM

Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 5 is tagged

2018-05-23 Thread Glenn Waldron
updated. Glenn Waldron On Wed, May 23, 2018 at 1:18 AM Robert Osfield wrote: > Hi Glenn, > > On 22 May 2018 at 16:41, Glenn Waldron wrote: > > Robert, > > I am getting a message repeated on the console (OpenSceneGraph-3.6 > branch). > > Verbosity level, or user e

Re: [osg-users] OpenSceneGraph-3.6.1 release candidate 5 is tagged

2018-05-22 Thread Glenn Waldron
Robert, I am getting a message repeated on the console (OpenSceneGraph-3.6 branch). Verbosity level, or user error? Warning:createOrReuseRenderLeaf() skipping multiply referenced entry. Glenn Waldron On Sun, May 20, 2018 at 8:47 AM Robert Osfield wrote: > Hi All, > > I have fixed

Re: [osg-users] osgText: problem with SCREEN_COORDS mode

2018-05-21 Thread Glenn Waldron
osg::Vec3d resolves the issue. I have submitted a PR. Glenn Waldron / osgEarth On Sun, May 20, 2018 at 8:34 AM Robert Osfield wrote: > Hi Glenn, > > I have tried various ways to try and make the scale of the text > consistent when using CharacterSizeMode is SCREEN_COORDS whle > A

Re: [osg-users] osgText: problem with SCREEN_COORDS mode

2018-05-17 Thread Glenn Waldron
ale only by removing "rotate_matrix" and also removing the rotation component of "modelview". A quick test yields better results on my end. Thoughts? Glenn Waldron On Thu, May 17, 2018 at 11:55 AM Glenn Waldron wrote: > Robert, > I am getting the following problem with

[osg-users] osgText: problem with SCREEN_COORDS mode

2018-05-17 Thread Glenn Waldron
] Here is a minimal application to reproduce the problem: https://pastebin.com/nuySbs8L Run this and then use the mouse to slowly tilt the scene. The text becomes stretched. Glenn Waldron ___ osg-users mailing list osg-users@lists.openscenegraph.org http

[osg-users] Can a FrameBufferObject be shared by multiple cameras?

2018-05-10 Thread Glenn Waldron
suggestions? Glenn Waldron / osgEarth ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] osgText - alignment differences using the new implementation

2018-02-07 Thread Glenn Waldron
Robert, Thank you! Your fix checks out; the positioning is now consistent for me in both versions. Glenn Waldron On Tue, Feb 6, 2018 at 12:59 PM, Robert Osfield wrote: > Hi Glenn, el. al. > > On 6 February 2018 at 17:42, Robert Osfield > wrote: > > It looks like I need to d

[osg-users] osgText - alignment differences using the new implementation

2018-02-01 Thread Glenn Waldron
ing at the same location? Glenn Waldron ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] [Non-DoD Source] Re: OSG gathering during my visit to Virginia in December

2017-12-14 Thread Glenn Waldron
Friends, After much deliberation, the venue is: World of Beer 44699 Brimfield Dr, Ashburn, VA 20147 7pm. See everyone there :) Glenn Waldron / osgEarth On Wed, Dec 13, 2017 at 8:00 PM, Robert Osfield wrote: > HI All, > > All three choices look reasonable. I'm torn between the

Re: [osg-users] OSG gathering during my visit to Virginia in December

2017-12-13 Thread Glenn Waldron
Gents, A couple options that are close by for a beer or three.. Lost Rhino Brewing - microbrewery, smaller and probably quieter 21730 Red Rum Dr #142, Ashburn, VA 20147 Buffalo Wing Factory - decent local beer selection (MD/VA), average food 22034 Shaw Rd, Sterling, VA 20164 Glenn Waldron On

[osg-users] How to set the near clip only?

2017-05-23 Thread Glenn Waldron
has no effect. I'd appreciate any pro tips. Glenn Waldron ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] OpenGL error when using TextureBuffer

2017-05-22 Thread Glenn Waldron
When using an osg::TextureBuffer, be sure to call setTextureAttribute(...) instead of setTextureAttributeAndModes(...). Glenn Waldron On Mon, May 22, 2017 at 9:40 AM, Marius Dransfeld < marius.dransf...@gmail.com> wrote: > Hi, > > I'm getting the following error when usin

Re: [osg-users] what should I dirty when I change ColorArray on the fly?

2017-05-03 Thread Glenn Waldron
Nick, If you have VBOs enabled, I think you just have to call dirty() on the color array itself. Glenn Waldron On Wed, May 3, 2017 at 2:43 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi community, > > this is simple question. I am updating the Color

Re: [osg-users] Multiple render passes and multithreading

2017-05-03 Thread Glenn Waldron
Sebastian, Have you tried setting the data variance to DYNAMIC on the StateSet containing the Uniform? That's the first thing I would try -- not sure whether it works on Uniforms though. Glenn Waldron On Wed, May 3, 2017 at 11:49 AM, Sebastian Messerschmidt < sebastian.messerschm..

Re: [osg-users] [forum] osgEarth

2017-04-24 Thread Glenn Waldron
Latha, When using a ClipNode with osgEarth, be sure to place it where it will not be under any transforms. osgEarth's clip support assumes an absolute (world coordinates) positional state. Please refer to the osgearth_clipplane example for more information. Glenn Waldron On Thu, Apr 6, 20

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-28 Thread Glenn Waldron
OK Robert, will do. Thanks for the insight -gw Glenn Waldron On Tue, Mar 28, 2017 at 7:01 AM, Robert Osfield wrote: > Hi Glenn, > > I don't think the BufferData will be serialized correctly prior to > 3.5.6 so the second block in your revised code won't help, I would

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Glenn Waldron
for 3.5.5-3.5.6 versions. Hopefully that plugs the holes. https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/TextureBufferSerializer.cpp Glenn Waldron On Mon, Mar 27, 2017 at 11:13 AM, Robert Osfield wrote: > Hi Glenn, > > I have just had a look at osgEarth's implemen

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Glenn Waldron
Robert, Yes, it's in the latest stable release - version 2.8. I will add the versioning to our master branch as well as the 2.8 branch. Thanks! Glenn Waldron On Mon, Mar 27, 2017 at 9:47 AM, Robert Osfield wrote: > Hi Glenn, > > On 27 March 2017 at 14:22, Glenn Waldron wro

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Glenn Waldron
Robert, Agreed, we did this out of temporary necessity; the right thing moving forward is for osgEarth to check the OSG version when creating/registering the osg::TextureBuffer serializer. Glenn Waldron On Mon, Mar 27, 2017 at 3:27 AM, Robert Osfield wrote: > Hi Li, > > On 26 March 2

Re: [osg-users] Is it possible to temporarily redirect the main camera of a view?

2017-03-09 Thread Glenn Waldron
Werner, I have never switched render targets at runtime before, but I have switched attachments and needed to call camera->dirtyAttachmentMap() after calling attach() or detach(). Maybe that will work. Glenn Waldron On Thu, Mar 9, 2017 at 9:10 AM, Werner Modenbach wrote: > Hi all. >

Re: [osg-users] QOpenGLWidget in osgQt

2017-03-08 Thread Glenn Waldron
tinue using QGLWidget for now. You can visit the osgEarth forum (http://forum.osgearth.org) and search for QOpenGLWidget for more discussion on the topic. Glenn Waldron On Wed, Mar 8, 2017 at 7:47 AM, Valerian Merkling wrote: > Thanks for both of your replies, that's really helpfull. >

Re: [osg-users] QOpenGLWidget in osgQt

2017-03-08 Thread Glenn Waldron
The newer QOpenGLWidget works with OSG, but we have seen it have conflicts with RTT cameras. On Mar 8, 2017 5:21 AM, "Andre Normann" wrote: Hi Valerian, I have done this in the past. Attached you will find my GLWidget class which is using QOpenGLWidget. It is only working in SingleThreaded mode

Re: [osg-users] About the parameter _lock_azim_while_panning in OSGEarth EarthManipulator

2017-03-02 Thread Glenn Waldron
Mingxia, That is by design - if you lock your camera azimuth (to north-up for example), you will be unable to rotate past the poles. You can disable the feature by calling EarthManipulator::getSettings()->setLockAzimuthWhilePanning(false). Hope this helps Glenn Waldron On Wed, Mar 1, 2017 a

Re: [osg-users] Antialiasing Text

2017-02-07 Thread Glenn Waldron
Try increasing the texture resolution with osgText::Text::setFontResolution(). Glenn Waldron On Tue, Feb 7, 2017 at 5:01 PM, Roko Talk wrote: > Hi guys, > > anyone an idea how I could apply the authors solution without specifying > the font? > > I just try to have 2D text on

Re: [osg-users] Tearing hair out over simple GLSL instancing

2016-12-22 Thread Glenn Waldron
You can use osg::VertexAttribDivisor (set to 1) to tell the shader to use one attribute index per instance. Glenn Waldron On Thu, Dec 22, 2016 at 12:35 PM, Andrew Cunningham wrote: > On thinking about this issue, I see the problem. I really only have 4 > vertices, so the value d in my

Re: [osg-users] Texture projection on terrain and gl_TextureMatrix[0...7]

2016-12-22 Thread Glenn Waldron
and editing it. Good luck. Glenn Waldron On Thu, Dec 22, 2016 at 10:27 AM, Christian Buchner < christian.buch...@gmail.com> wrote: > Just some wild guesses: > > You might have to enable blending in the state set, and set an appropriate > blend function as (depending on wheth

Re: [osg-users] Texture projection on terrain and gl_TextureMatrix[0...7]

2016-12-21 Thread Glenn Waldron
t, osg::StateAttribute::ON); Glenn Waldron On Wed, Dec 21, 2016 at 9:57 AM, Ekaterina Fokina wrote: > Hello, > > I am trying to understand how to project a texture on a specific part of > the terrain. There are many examples how to project a texture on a whole > object, but not to a par

Re: [osg-users] How to merge osgocean and osgearth

2016-12-07 Thread Glenn Waldron
Rambabu, osgOcean and osgEarth are not compatible, so you will have to find a way to integrate them yourself. Glenn Waldron On Wed, Dec 7, 2016 at 7:43 AM, Rambabu Repaka wrote: > Hi,Iam having separately osgocean output and osgearth outputs how to merge > both in 3.4.0 version

Re: [osg-users] Flat Earth Files

2016-12-06 Thread Glenn Waldron
Rambabu, There are a few examples in the "tests" folder that use flat (projected) maps, including openstreetmap_flat.earth and state_plane.earth. Glenn Waldron On Tue, Dec 6, 2016 at 7:03 AM, Rambabu Repaka wrote: > Hi,In osgearth upon builiding globe output for all examples

Re: [osg-users] osgEarth

2016-12-05 Thread Glenn Waldron
Bhanu, osgEarth does not render an "infinite" flat earth; it only support real map projections. If you have osgEarth-specific questions you can use the osgEarth forum at forum.osgearth.org Glenn Waldron On Mon, Dec 5, 2016 at 5:57 AM, Bhanu Chandra wrote: > Hi, > how to dr

Re: [osg-users] PrimitiveSets and performance

2016-12-02 Thread Glenn Waldron
uld exhibit the same behavior. Hope this helps. Glenn Waldron On Fri, Dec 2, 2016 at 10:32 AM, Riccardo Corsi wrote: > Hi all, > > I'm trying to find out the best geometries and primitive sets layout on a > model that I'm using as performance benchmark. > > The mo

Re: [osg-users] Polytope from view frustum

2016-11-02 Thread Glenn Waldron
Also check out osgShadow::ConvexPolyhedron if you want to extract the corner verts or make geometry from it. Glenn Waldron On Wed, Nov 2, 2016 at 9:47 AM, Jeff Biggs wrote: > > try this... > > osg::Polytope GetViewPolytope( > const osg::Matrix &p, > const osg::

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Glenn Waldron
Bruno, According to this thread you might also need to set your packing to 1 (in the image->setImage call). (https://goo.gl/1pv2Zt) Just a guess. Glenn Waldron On Fri, Oct 21, 2016 at 9:36 AM, Bruno Oliveira < bruno.manata.olive...@gmail.com> wrote: > Thanks for the answe

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Glenn Waldron
I mean that GL_LUMINANCE is a valid pixel format, and GL_LUMINANCE8 is an internal format. GL_LUMINANCE8 is not a valid pixel format and will probably give you a invalid enumerant error. Glenn Waldron On Fri, Oct 21, 2016 at 8:03 AM, Bruno Oliveira < bruno.manata.olive...@gmail.com>

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Glenn Waldron
Bruno, I think you have those reversed. On Oct 21, 2016 6:07 AM, "Bruno Oliveira" wrote: > Hello, > > thank you for your answer. I am indeed using the same texture sizes and > formats. > If I use GL_LUMINANCE8 as pixelFormat and GL_LUMINANCE as internalFormat, > I get a "invalid enumerant" error

Re: [osg-users] 32bit DEPTH for RTT

2016-10-20 Thread Glenn Waldron
Up vector doesn't really matter, so just pick one like: side = cross(view_vec, (0,0,1)); up = cross(side, view_vec); Glenn Waldron On Thu, Oct 20, 2016 at 12:00 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Just last question .. What the 'up'

Re: [osg-users] 32bit DEPTH for RTT

2016-10-20 Thread Glenn Waldron
amera moves, of course.) Glenn Waldron On Thu, Oct 20, 2016 at 10:00 AM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Glenn, > > vec3 vVertex = vec3(gl_ModelViewMatrix * VertexMODEL); > worldSpaceVertex = osg_ViewMatrixInverse * vec4( vVertex, 1.0 ); > &

Re: [osg-users] 32bit DEPTH for RTT

2016-10-20 Thread Glenn Waldron
Nick, how did you calculate "worldSpaceVertex"? Glenn Waldron On Thu, Oct 20, 2016 at 9:13 AM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > hehe .. ok :-) .. Maybe you give me a hint. > > I have F+ lighting (written by a friend of mine) and I have exte

Re: [osg-users] Pragmatic shader composition - bug

2016-10-13 Thread Glenn Waldron
Success, it works (tested on the 3.4 branch). Cheers. Glenn Waldron On Wed, Oct 12, 2016 at 12:26 PM, Robert Osfield wrote: > Hi Glenn, > > >> Is actually wrong and should be: > >> > >> if (versionLine[versionLine.versionLine.size()-1]!='\n') > &

Re: [osg-users] Pragmatic shader composition - bug

2016-10-12 Thread Glenn Waldron
Robert, Yes, I think you are correct. Glenn Waldron On Wed, Oct 12, 2016 at 10:46 AM, Robert Osfield wrote: > HI Glen, > > Could it be the line: > > if (source[source.size()-1]!='\n') source.push_back('\n'); > > Is actually wrong and should be: > &g

[osg-users] Pragmatic shader composition - bug

2016-10-12 Thread Glenn Waldron
if (source[source.size()-1]!='\n') source.push_back('\n'); Let me know if you think this fix makes sense to put in the master. Thanks. Glenn Waldron ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] [About VertexArrayObject Branch] FeedBack and Insight

2016-08-26 Thread Glenn Waldron
Robert, When you get a chance, could you please add an OSG_EXPORT to the VertexArrayState class? Thanks :) class OSG_EXPORT VertexArrayState : public osg::Referenced { Glenn Waldron On Wed, Aug 24, 2016 at 2:16 PM, Robert Osfield wrote: > Hi Remo, > > On 24 August 2016 at 14

Re: [osg-users] Encrypted 3D Models

2016-08-26 Thread Glenn Waldron
Hi John, To read from memory, you can get the plugin you want by calling osgDB::Registry::getReaderWriterForExtension(...) or osgDB::Registry::getReaderWriterForMimeType(...) and then call the stream version of readNode: ReaderWriter::readNode(std::istream& in, ...); Glenn Wal

Re: [osg-users] Create circle osgEarth

2016-07-17 Thread Glenn Waldron
The header file has information on how to use it. https://github.com/gwaldron/osgearth/blob/master/src/osgEarthAnnotation/GeoPositionNodeAutoScaler Glenn Waldron On Sat, Jul 16, 2016 at 3:50 AM, Marco Pompei wrote: > Hi GWaldron, > thank you for your help and thank to indicate me

Re: [osg-users] Bindless Textures

2016-07-15 Thread Glenn Waldron
ldron/osgearth/blob/bindless/src/osgEarth/Texture.cpp Glenn Waldron On Fri, Jul 15, 2016 at 10:21 AM, David Heitbrink wrote: > Has any one implemented bindless textures? I am trying to add this to my > app to improve batching. I have a large scene, with lots of unique draw > calls. We

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

2016-07-13 Thread Glenn Waldron
Valerian, I recommend you look into the osgUtil::PlaneIntersector. For each segment of your line, construct a plane that is orthogonal to the grid. The PlaneIntersector will generate a Polyline containing all the points in that plane that intersect the grid. Glenn Waldron On Wed, Jul 13, 2016

Re: [osg-users] Create circle osgEarth

2016-07-06 Thread Glenn Waldron
Marco, You can use the GeoPositionNodeAutoScaler cull callback on your CircleNode, assuming you are using a recent osgEarth. (For osgEarth-specific questions, you can use the osgEarth support forum at http://forum.osgearth.org) Glenn Waldron On Tue, Jul 5, 2016 at 2:43 PM, Marco Pompei wrote

Re: [osg-users] How to properly update a Geometry

2016-04-29 Thread Glenn Waldron
If you're just updating an existing array, you don't need to call setVertexArray (etc); but you need to mark it dirty by calling m_vertices->dirty(); That applies also to your other buffer objects (color array, elements, etc.) Glenn Waldron On Thu, Apr 28, 2016 at 3:51 PM

Re: [osg-users] osgEarth Feature multiple draw

2016-04-20 Thread Glenn Waldron
jitter; however, if the track is long enough, you will need to break the track into multiple chunks and localize each chunk. By the way, there is a forum/list specifically for osgEarth-related questions: http://forum.osgearth.org Good luck! Glenn Waldron On Wed, Apr 20, 2016 at 3:38 AM, Miche

Re: [osg-users] Draw Instanced

2016-04-18 Thread Glenn Waldron
Yes, it's here: https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Instancing.vert.glsl Glenn Waldron On Mon, Apr 18, 2016 at 3:49 PM, sam wrote: > Do you have an example of the shader that you used? > > On Mon, Apr 18, 2016 at 12:40 PM, Glenn Waldron > wrote: &

Re: [osg-users] Draw Instanced

2016-04-18 Thread Glenn Waldron
That I do not know. But I do recall that my original DI implementation tried to use UBOs, and I ditched them in favor of TBOs because of the size limitations. Glenn Waldron On Fri, Apr 15, 2016 at 6:09 PM, sam wrote: > Would there be a big performance difference between using a TextureBuf

Re: [osg-users] Draw Instanced

2016-04-15 Thread Glenn Waldron
uffer.) Glenn Waldron On Fri, Apr 15, 2016 at 2:35 PM, sam wrote: > Hi All, > > I'm having some trouble getting my code to use hardware instancing. I've > referenced OSGEarth, DrawInstanced example, and a few different code > samples on the web. I've gotten pretty

Re: [osg-users] osg::CoordinateSystemNode

2016-04-06 Thread Glenn Waldron
the osgEarth project there is a SpatialReference class that encapsulates PROJ transforms, so you might take a look at that. Good luck! Glenn Waldron On Wed, Apr 6, 2016 at 11:07 AM, Filip Arlet wrote: > Hi, > > I'm working on a project for displaying geospatial data. I usually

[osg-users] osgText and SCREEN_COORDS -- aspect ratio problem

2016-02-13 Thread Glenn Waldron
le scale factor for both vertical and horizontal makes sense. (If I change both scale factors to use "pixelSizeVert" the problem goes away). If this makes sense, I can file a submission. Thanks. Glenn Waldron ___ osg-users mailing list osg-users

Re: [osg-users] Rendering in traversal order - how?

2015-10-31 Thread Glenn Waldron
On Sat, Oct 31, 2015 at 8:43 AM, Robert Osfield wrote: > Hi Glenn, > > On 31 October 2015 at 12:32, Glenn Waldron wrote: > >> Robert, I get that, but since the node is created by a plugin, how do I >> pick a RenderBin number that is guaranteed to be differen

Re: [osg-users] Rendering in traversal order - how?

2015-10-31 Thread Glenn Waldron
On Sat, Oct 31, 2015 at 7:26 AM, Robert Osfield wrote: > Hi Glenn, > > On 30 October 2015 at 21:40, Glenn Waldron wrote: > >> >> Been scratching my head on this one for a while... >> >> I have a node created by a plugin. I need the contents of this node to be

[osg-users] Rendering in traversal order - how?

2015-10-30 Thread Glenn Waldron
Been scratching my head on this one for a while... I have a node created by a plugin. I need the contents of this node to be rendered in traversal order. How do I do it? Naturally, I tried to use a TraversalOrderBin... setRenderBinDetails(0, "TraversalOrderBin"). However, this will only activate

Re: [osg-users] Maximizing rendering throughput

2015-10-23 Thread Glenn Waldron
the Update traversal/callbacks. Hope this helps. Glenn Waldron On Fri, Oct 23, 2015 at 1:07 PM, Sebastian Messerschmidt < sebastian.messerschm...@gmx.de> wrote: > Hi Robert, > > Thanks for the explanation. I'm still puzzled by the question which > elements can be updated in

Re: [osg-users] How to Convert Lookat to Projection and View Matrices

2015-09-22 Thread Glenn Waldron
You can make the view matrix: osg::Matrix::lookAt(eye, center, up) This has nothing to do with the projection matrix though; that doesn't depend on your look vector. Glenn Waldron On Tue, Sep 22, 2015 at 9:24 AM, Erik Hensens wrote: > Hi everyone! > > How can I compute the v

Re: [osg-users] Problem converting yaw,pitch,roll to quaternion

2015-09-03 Thread Glenn Waldron
Try this: https://github.com/gwaldron/osgearth/blob/master/src/applications/osgearth_transform/osgearth_transform.cpp#L77 Good luck. Glenn Waldron On Thu, Sep 3, 2015 at 11:09 AM, Guido Knapen wrote: > Hello everybody. > > I'm new to this forum. For 16 hours I've been

Re: [osg-users] Floating point depth buffer

2015-09-02 Thread Glenn Waldron
ratio too. Glenn Waldron On Wed, Sep 2, 2015 at 11:31 AM, Robert Osfield wrote: > Hi Mike, > > On 2 September 2015 at 16:09, Mike Greene wrote: > >> Having problems with Z-fighting when using a very large terrain database >> and mixing it with Triton ocean - seeing lots

  1   2   3   4   5   6   >