[osg-users] Top 10 Scene graph optimizations?
So does anyone have any suggestions or ideas on scene graph optimizations. Hey my scene looks great, now lets make it fast!.comments would be greatly appreciated...thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33259#33259 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] shadows and custom shaders
Hi guys, So I have been reworking to support the shadows. Does the tex gen coords get stored in the texture matrix? Am I wrong to assume I can still use the fixed-function tex gen coords with a shader? Werner, I noticed you said you replaced the OSG shader with your own. Do you happen to know what happens when you stop using an uber-shader to render everything in your scene. My scene has many shaders in the graph. To me it seems like some data might be getting overridden down the traversal of the scene. Thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32056#32056 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] shadows and custom shaders
Thanks J-S. Yea I finally got it working. I did it by taking over the cull step of the shadow maps and getting rid of the fixed function tex gen and then pushing the matrices for the shadow projection into my vertex shaders and doing the math there. Thanks for your help. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32058#32058 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] shadows and custom shaders
Hi, So I have been experimenting with shadows in OSG using the ShadowMap shadow technique. With the default OSG implementation and every custom shader in my scene graph disabled the shadows work correctly. Once I turn my shaders on they stop working. This is understandable as he OSG shadow shader will be overridden. I then reimplemented the shadow projection code in my pixel shaders, but then still no shadows. I am not too familiar with the OpenGL fixed-function shadow pipeline. If you do not provide a vertex shader does OpenGL generate the proper texture coordinates by default. I saw that OSG was creating a TexGen attribute and applying that after shadow map creation. If I am implementing custom vertex shaders should I be overriding the ShadowMap and not allowing that TexGen to be created and then generate the proper texture coordinates in my vertex shader? At this point I think all that is missing is the proper texture coordinates for shadows to be working for me. Any help woul d be appreciated. Thanks in advance! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31896#31896 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] shadows and custom shaders
Hi J-S, Thanks for the swift reply, good to know I was on the correct path. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31904#31904 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stop back buffer swap during rendering traversals
Hi Robert, We have a custom 2d and 3d rendering path, we are in the process of replacing the 3d path with OSG. I took a look at the GraphicsWindowEmbedded. We still want to have OSG handle 99% of the graphics context work, but just needed a way to stop the back buffer swap at the end of the renderingTraversals. I was able to implement the recommendation from Jean-Sébastien and it worked out great. Would there be any issues with using that solution? Thanks, Michael Irby -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30083#30083 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Stop back buffer swap during rendering traversals
Hi, Does anyone know how I could go about stopping the View from doing a back buffer swap during the rendering traversals. I am outfitting OSG into current rendering engine, but I need the OSG view to not swap the back buffer at the end of the rendering traversals. Is there something I need to override or derive from one of the view classes? Any suggestions would be appreciated. Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30032#30032 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stop back buffer swap during rendering traversals
Hi, Ah, sounds easy enough. I noticed if you call setupViewInWindow or setupViewOnSingleScreen the graphics context is created there. So would I just not call that method and then just do the graphics context, camera, and window setup manually? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30035#30035 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stop back buffer swap during rendering traversals
Hi, Excellent. Thanks for your swift response and help. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30038#30038 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Current state of Collada importer
Hi rosme, I have been looking for the things you are working also. Is it possible for you to ship me the files you have. If so that would be great. ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16109#16109 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ortho2D camera and frustum camera layering(render order)
Hi, Yes, I started with this example but it does not completely accomplish what I need. I need more than a hud and there can be N amount of 2D and 3D cameras in the graph. So for an example something like a 2D camera in front with 2D content, then a 3D camera with 3D content and then another 2D camera behind that with 2D content. There can be many layers of 2D and 3D geometry. And the POST_RENDER I believe only serves for having a hud above 3D content. What I am writing must support 2D and 3D graphics living together in the scene graph and have a way to control the layering of the the different cameras. The NESTED_RENDER for cameras seems like it would serve my purpose, but I think that is only for slave cameras? It would be great to be able to have a nested render on cameras in the graph and be able to give an order then render for each camera should happen. Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15564#15564 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ortho2D camera and frustum camera layering(render order)
Hi, I have a 2D ortho camera that contains 2D geometry and a 3d frustum camera that contains all my 3d geometry. Is there any way for me to be able to layer the drawing order of these cameras. That is a quick way that does not require custom code. I know there are slave cameras and nested render but these camera are added to the root node of the scene graph and not as a slave camera to the view. Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15519#15519 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org