[osg-users] Top 10 Scene graph optimizations?

2010-10-29 Thread Michael Irby II
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.

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Re: [osg-users] shadows and custom shaders

2010-09-24 Thread Michael Irby II
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.

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Re: [osg-users] shadows and custom shaders

2010-09-24 Thread Michael Irby II
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.

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[osg-users] shadows and custom shaders

2010-09-21 Thread Michael Irby II
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

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Re: [osg-users] shadows and custom shaders

2010-09-21 Thread Michael Irby II
Hi J-S,

Thanks for the swift reply, good to know I was on the correct path.

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Re: [osg-users] Stop back buffer swap during rendering traversals

2010-07-16 Thread Michael Irby II
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

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[osg-users] Stop back buffer swap during rendering traversals

2010-07-15 Thread Michael Irby II
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

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Re: [osg-users] Stop back buffer swap during rendering traversals

2010-07-15 Thread Michael Irby II
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?

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Re: [osg-users] Stop back buffer swap during rendering traversals

2010-07-15 Thread Michael Irby II
Hi,

Excellent. Thanks for your swift response and help.

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Re: [osg-users] [osgPlugins] Current state of Collada importer

2009-08-11 Thread Michael Irby II
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

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Re: [osg-users] ortho2D camera and frustum camera layering(render order)

2009-07-28 Thread Michael Irby II
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

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[osg-users] ortho2D camera and frustum camera layering(render order)

2009-07-27 Thread Michael Irby II
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

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