Re: [osg-users] QOpenGLWidget in osgQt

2017-03-09 Thread Pierre-Jean Petitprez
Hi Glenn and others, A fellow OSG user once posted a hack to get OSG FBO working nicely with QOpenGLWidget. I have used it myself and it works as intended, though it is not a really "clean" solution as it involves overriding some OSG classes's behaviour. More info in the related thread:

[osg-users] Android third party dependencies link is dead

2016-09-09 Thread Pierre-Jean Petitprez
Hi dear OSG users, The link to the third party dependencies that were available for Android (see the bottom of this page http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/44-building-openscenegraph-for-android-3-0-3-0-1) is unfortunately currently dead. I

Re: [osg-users] Deleting osg::Image that is shallow copied

2016-08-16 Thread Pierre-Jean Petitprez
not the internal data it holds. My recommendation is not to do a shallow copy at all, but just share the osg::Image. Robert. On 16 August 2016 at 10:27, Pierre-Jean Petitprez <pierre-jean.petitp...@inria.fr> wrote: Hi, In my application I have two osg::Images, the second one is a shallo

Re: [osg-users] Deleting osg::Image that is shallow copied

2016-08-16 Thread Pierre-Jean Petitprez
Hi Sebastian, What do you mean by "reachable"? Deallocation doesn't mean the memory is cleaned or something. So having a raw pointer to the deallocated memory might give you the same data as long as no one is allocating memory there. I mean that after the first image is deleted, I still can

[osg-users] Deleting osg::Image that is shallow copied

2016-08-16 Thread Pierre-Jean Petitprez
Hi, In my application I have two osg::Images, the second one is a shallow copy of the first one thanks to the copy constructor. Is it safe to delete the first image and keep only the second one, or should I use deep copy instead? My tests showed me that the data is still reachable but when

[osg-users] osgShadow with GLES

2016-07-04 Thread Pierre-Jean Petitprez
Hi, I would like to use the osgShadow soft shadow map on an Android device (with GLES 2). I have already written my own Phong shader for my objects which works very well. Now I would like to add the shadow map. I have taken the shader code from the SoftShadowMap.cpp file and I have adapted it

Re: [osg-users] Shadow projected on the opposite side too

2016-04-28 Thread Pierre-Jean Petitprez
Hi Robert, Sorry for the missing information. I use SoftShadow technique, but tested with other techniques and they always produce the same effect. And indeed I have a second light which is linked to the camera (moves with the camera). I totaly forgot this light and I think it does not work

Re: [osg-users] Shadow projected on the opposite side too

2016-04-28 Thread Pierre-Jean Petitprez
Hi Sebastian and Christian, Thanks for your answers. This might have to do with wrong culling mode or geometry for the shadowmap-generation. The culling mode should be front-face and your geometry should be correct (e.g. if you do front-face culling you should have some "inner" sides to

[osg-users] Shadow projected on the opposite side too

2016-04-28 Thread Pierre-Jean Petitprez
Hi dear OSG users, I'm wondering how to correctly use osgShadow. As you can see on the file I have attached, the shadow map is projected on the receiving object also on a face which should normaly not receive the shadow from the sphere (on my example the light is at the top right corner). It

Re: [osg-users] OSG 3.2.1 and Qt5 Widget integration

2016-03-04 Thread Pierre-Jean Petitprez
Hi Wojtek, When using this code I get the same result as you, the StatsHandler camera doesn't display on top of the other cameras. I guess it comes from the hack that makes the main camera render last or something like that. My hack was to add the StatsHandler camera into my own scene graph so

Re: [osg-users] Custom shader not working on Mac OS

2016-02-19 Thread Pierre-Jean Petitprez
Hi Sebastian, setUseVertexAttributeAliasing should be active, when you are using osg_Vertex etc. It might be, that the driver on your first machine simply assigns the "in-slot" accidentally to the correct input. Are there any outputs on the console? My mistake, my shader should obviously use

[osg-users] Custom shader not working on Mac OS

2016-02-18 Thread Pierre-Jean Petitprez
Hi, I try to port my app from Linux to Mac OS (El Capitan) using OSG 3.2. I wrote a simple system of shaders to apply a texture on a model: Vertex shader : Code: attribute vec4 osg_Vertex; uniform mat4 osg_ModelViewProjectionMatrix; varying vec4 texCoord0; void main(void) { gl_Position =

Re: [osg-users] osg_MultiTexCoord0 on OpenGL 2 vs GLES2

2016-02-10 Thread Pierre-Jean Petitprez
Hi Sebastian, Thank you. It works as expected. I was wondering what this method was doing, its name was not really helping me when I saw it while doing some research. Thanks, cheers, Pierre-Jean Le 10/02/2016 10:06, Sebastian Messerschmidt a écrit : Hi Pierre, In order to use the osg_XXX

[osg-users] osg_MultiTexCoord0 on OpenGL 2 vs GLES2

2016-02-10 Thread Pierre-Jean Petitprez
Hi, I am working on an application that has to work both on regular Ubuntu environment and on Android. So I have written a couple of shaders in order to comply with GLES2 specs. The problem is, with regular OpenGL profile on Ubuntu, the same shader is not working properly: the

Re: [osg-users] Compute occluding transparent objects

2015-11-25 Thread Pierre-Jean Petitprez
Hi Jannik, Thank you very much. This is exactly what I was looking for. For some reason I thought that only "RenderBin" and "DepthSortedBin" were possible, and I didn't find the right lines in the source code. Thanks for your help ! Cheers, Pierre-Jean scrawl wrote: > Hi Pierre-Jean, > >

[osg-users] Compute occluding transparent objects

2015-11-24 Thread Pierre-Jean Petitprez
Hi, I need to render transparent objects in my scene. But they need to be sorted front-to-back (like if they were not transparent) and not back-to-front like it's done when using the depthSortedBin render hint. The reason I need to do that (I know it sounds stupid) is because I want to have my

[osg-users] osgShadow: shadow is seen on the opposite side of the model too

2015-11-17 Thread Pierre-Jean Petitprez
Hi, I am using osgShadow for adding soft shadows to my scene. My scene has a big cube that receives shadows and some small objects above it that cast shadows. My light is placed above all the objects. The big cube receives correctly the shadows on its top face (perfectly as it should be), but

Re: [osg-users] OSG 3.2.1 and Qt5 Widget integration

2015-08-03 Thread Pierre-Jean Petitprez
Hi Sebastian, I use Qt 5 and OSG 3.2.1 with no problem passing the key events from Qt to OSG. In your Qt widget subclass you'll have a method which gets the key events: void keyPressEvent(QKeyEvent* e) { const char *keyData = e-text().toLatin1().data();