Re: [osg-users] Why is it that no matter what The model material properties value reset the are Always invalid?

2019-11-02 Thread Mirro Xu


mirro wrote:
> Hi,
> 
> //There seems to be a texture coordinate error...
>  
> 
> Code:
> 
> _eftManager->getPassStateSet(pid)->setAttributeAndModes(loadProgram(
>   "varying vec3 vLocalVertex;\n"
>   "varying vec4 TextureCoord0;\n"
> 
>   "void main()\n"
>   "{\n"
>   "   vLocalVertex  = gl_Vertex;\n"
>   "   TextureCoord0 = gl_TextureMatrix[0] * 
> gl_MultiTexCoord0;\n"
>   "   gl_Position   = ftransform();\n"
>   "}\n"
>   "\n"
>   ,
>   "uniform sampler2D default_map;\n"
>   "varying vec4   TextureCoord0;\n"
>   "varying vec3   vLocalVertex;\n"
>   "uniform float  hdrExposure;\n"
>   "uniform float  hdrGamma;\n"
> 
>   "vec3 decodeRGBE(vec4 rgba) \n"
>   "{ \n"
>   "   float f = pow(2.0, rgba.a * 255.0 - (128.0 + 8.0)); 
> \n"
>   "   return rgba.rgb * 255.0 * f; \n"
>   "} \n"
> 
>   "vec3 toneMapHDR(vec3 rgb) \n"
>   "{ \n"
>   "return pow(rgb * 1.0, 1.0 / vec3(2.2));\n"
>   "} \n"
> 
>   "vec4 textureSphere(sampler2D texture,vec3 n) \n"
>   "{ \n"
>   "const float PI =  3.14159;\n"
>   "float yaw = acos(n.y) / PI;\n"
>   "float pitch = (atan(n.x, n.z) + PI) / (2.0 * 
> PI);\n"
>   "return texture2D(texture, vec2(pitch, yaw));\n"
>   "} \n"
> 
>   "void main()\n"
>   "{\n"
>   "   vec3 normal = 
> normalize(vLocalVertex.xyz);\n"
>   "   vec3 c = 
> toneMapHDR(decodeRGBE(textureSphere(default_map, normal)));\n"
>   "   gl_FragColor = vec4(c, 1.0);\n"
>   "}\n"
>   "\n"
>   ), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
> 
> 
> 
> 
> Thank you!
> 
> Cheers,
> Mirro


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[osg-users] How can I post files and images in the forum?

2019-10-29 Thread Mirro Xu
Hi,

:-*  :-*  :-*  :-*  :-*  :-* 

Thank you!

Cheers,
Mirro

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[osg-users] [osgPPU] why would The Hdr Effects disappeared from hdrExample after scene adding to the ive format model?

2019-10-29 Thread Mirro Xu
Hi,

What are the requirements for this model format for this effect or
can't be displayed because the parameter settings are incorrect?


Thank you!

Cheers,
Mirro

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Re: [osg-users] I don't quite understand this part of code from hdr examle, can anyone elaborate more?

2019-10-25 Thread Mirro Xu


mirro wrote:
> Hi,
>If so, what are the causes of The Hdr Effects disappeared? 
> Thank you!
> 
> Cheers,
> Mirro[/b]


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[osg-users] why the "adaptedlum->addChild(brightpass)" code is doing what it does In the osgPPU hdr example

2019-10-24 Thread Mirro Xu
Hi,

// The adapted luminance ppu do compute it. However if you
// can follow me for now, you maybe encounter, that this ppu do
// have to write into the same texture as it also read from.
// To prevent this, we just generate an inout ppu which do
// nothing than render the copy of input to the output.
// We will use the output of this ppu as input for the
// adapted luminance ppu. In this way we do not write to the
// same texture as we have readed from.
osgPPU::UnitInOut* adaptedlumCopy = new osgPPU::UnitInOut();
adaptedlumCopy->setName("AdaptedLuminanceCopy");
adaptedlumCopy->addChild(adaptedlum);

// now connect the output of the adaptedlum with the rest where it 
is needed
adaptedlum->addChild(adaptedlumCopy);

adaptedlum->addChild(brightpass);
brightpass->setInputToUniform(adaptedlum, "texAdaptedLuminance");

adaptedlum->addChild(hdr);
hdr->setInputToUniform(adaptedlum, "texAdaptedLuminance");

Thank you!

Cheers,
Mirro

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Re: [osg-users] To run this Examples osgdeferred , where to download this osgdeferred about Data Resources ?

2019-10-22 Thread Mirro Xu


d_a_heitbrink wrote:
> They are kept in a separate repo:
> https://github.com/openscenegraph/OpenSceneGraph-Data
> 
> Do keep in mind the license for said data is different:
> From GitHub:
> 
> If not otherwise specified all files in the OpenSceneGraph-Data are provided 
> free for non commericial usage. Commericial users may use the data for 
> testing and development purposes, but may not distribute these models with 
> commericial products.


Error reading file textures/brow.l.tga: file not found
Error reading file textures/nose.tga: file not found
Error reading file textures/mouth.tga: file not found
Error reading file textures/eye.l.tga: file not found
Error reading file textures/dark_grey.tga: file not found
Error reading file textures/red.tga: file not found

so,Where are these resources downloaded from?

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[osg-users] To run this Examples osgdeferred , where to download this osgdeferred about Data Resources ?

2019-10-15 Thread Mirro Xu
Hi,

For example ,shaders/pass1Shadow.frag

Thank you!

Cheers,
Mirro

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[osg-users] How can we make 'osg' thread and 'ui' thread send messages to each other?

2019-06-30 Thread Mirro Xu
Hi,

How to solve the problem with UI Thread conflict

Thank you!

Cheers,
Mirro

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[osg-users] why does the adding of lighting, colour and fusion to the "shader" model result in the opacity of its windowpane?

2019-02-10 Thread Mirro Xu
Hi,


Code:

const char* gl2_VertexFaceShader = {
"vec4 directionalLight(in vec3 normal,in vec4 color)\n"
"{\n"
"   float NdotL = dot(normal, 
normalize(gl_LightSource[0].position.xyz)); \n"
"   NdotL = max(0.0, NdotL); \n"

"   float NdotHV = dot(normal, gl_LightSource[0].halfVector.xyz); 
\n"
"   NdotHV = max(0.0, NdotHV); \n"
"   color *= gl_FrontLightModelProduct.sceneColor + \n"
"   gl_FrontLightProduct[0].ambient + \n"
"   gl_FrontLightProduct[0].diffuse * NdotL; \n"
"   if (NdotL * NdotHV > 0.0)\n"
"   color += gl_FrontLightProduct[0].specular * pow(NdotHV, 
gl_FrontMaterial.shininess); \n"
"   return color;\n"
"}\n"
"varying vec2 texCoord;\n"
"varying vec4 vertexColor;\n"
"void main(void)\n"
"{\n"
"gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"texCoord= gl_MultiTexCoord0.xy;\n"
"vec3 normal = normalize(gl_NormalMatrix * gl_Normal);\n"
"vertexColor = directionalLight(normal,gl_Color); \n"
"}\n"
};

const char* gl2_FragmentFaceShader = {
"uniform   vec3  highlightColor;\n"
"uniform   float transparency  ;\n"
"uniform   sampler2D baseTexture;\n"
"varying   vec2 texCoord;\n"
"varying   vec4 vertexColor;\n"
"void main(void)\n"
"{\n"
"gl_FragColor = vertexColor * texture2D(baseTexture, texCoord) * 
vec4(highlightColor.x,highlightColor.y,highlightColor.z,transparency);\n"
"}\n"
};





Thank you!

Cheers,
Mirro

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[osg-users] 'EarthManipulator', how to manage to get the view of invisible underground part of the model in course of rotating operation?

2019-01-21 Thread Mirro Xu
Hi,

In setting up the roaming scene model of 'EarthManipulator', how to manage to 
get the view of invisible underground part of the model in course of rotating 
operation?

Thank you!

Cheers,
Mirro

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