Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-06 Thread Werner Modenbach
Hi Robert, many thanks for this research. Works perfect :-) I'm subscribed now on osg and vsg lists. - Werner - Am 06.04.2021 um 15:21 schrieb Robert Osfield: > On Tue, 6 Apr 2021 at 13:39, Rizzen > wrote: > > The message is correct in how I joined this email

Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-05 Thread Werner Modenbach
Hi Robert, I followed your suggestion by replacing "myid" by my mail address, which isn't registered for a Google account. There was no error message and I was forwarded to the Login page. But logging in with the mail address failed with the message: "Your Google account could not be found"

Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-04 Thread Werner Modenbach
Hi Robert, you have my full understanding. It's a pity with bots, spam, hate etc. in the Internet. On the other hand, it is almost impossible to escape the data octopus Google. I refrain from using Google Mail, Office, Calendar, Addressbook and others.  If you use it, you have to agree in taking

[osg-users] querying stats

2021-03-29 Thread Werner Modenbach
Hi all! I try querying stats for each frame. Unfortunately all values stay at 0.0. Any Ideas? here is my code, mainly copied from the StatsHandler: Initialisation: #ifdefPROFILE_FRAMES osgViewer::ViewerBase::Camerascameras; Viewer::getCameras(cameras);

[osg-users] Graphics system interface version

2021-03-26 Thread Werner Modenbach
Hi all, I need to analyse my application with NVidia Nsight. Nsight tells me, it needs D3D11 api minimum but my application uses D3D9. My computer supports Directx12. Without being an expert I guess my application might be able to create a D3D12 api context. How can I influence this? Thanks

[osg-users] Creating an OpenGL debug context

2021-03-25 Thread Werner Modenbach
Hi all, does anybody know how to create an opengl debug context via flags in the traits? Thanks - Werner - ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Question about array binding

2021-03-10 Thread Werner Modenbach
Hi Robert, I had a look at the code in osg::Geometry. The lines in question are: if(handleVertexAttributes) { for(unsignedintindex=0;index<_vertexAttribList.size();++index) { constArray*array=_vertexAttribList[index].get(); if(array&>getBinding()==osg::Array::BIND_PER_VERTEX) {

[osg-users] Question about array binding

2021-03-09 Thread Werner Modenbach
Hi all, I was hunting a long time for some strange effect. I discovered the reason but have some understanding issues. Why is Code 1 not working but code 2? I would prefer Code 1 because of less data. Code 1) (my original code is not working)         osg::ref_ptr osgVertexFlagsVector;        

[osg-users] Using osg::Matrix::ortho2D as ViewMatrix

2021-02-11 Thread Werner Modenbach
Hi all! I used to set     camera->setProjectionMatrix(osg::Matrix::ortho2D(0.0f,1.0f,0.0f,1.0f)); when creating RTT-Cameras. In my SSAO-Module I need to retrieve the projection matrix but     if (cam->getProjectionMatrixAsOrtho(left,right,bottom,top,zNear,zFar)) ... seems to return true but the

Re: [osg-users] getting userData or accumulated Uniform in nodevisitor

2021-02-02 Thread Werner Modenbach
Osfield: > On Tue, 2 Feb 2021 at 10:38, Werner Modenbach > mailto:werner.modenb...@modenbach-ac.de>> > wrote: > > Hi Robert, > > > Replying to osg-users list so that others can chip in with insights or learn > from the discussion. >   > >

[osg-users] getting userData or accumulated Uniform in nodevisitor

2021-01-31 Thread Werner Modenbach
I created my own derived LOD node class and implemented the traverse(...) method. I want to control the detail level decision from a StateSet some node further up in the nodePath. So my traverse(...) method needs to read some userData or read the value of an accumulated Uniform (with respect

Re: [osg-users] Offscreen rendering of large scenes

2019-12-10 Thread Werner Modenbach
Hi Philipp, I'm not sure, if I really understand what you intend to do. In my case my scene is very complex and I get timeouts on my graphic card. So I do a rendering into many tiles, each holding a small portion of the scene. Thus culling avoids transfer of the complete data onto the graphic

[osg-users] Questions on optimizing my scene graph

2019-09-02 Thread Werner Modenbach
Hi all! I use OSG for many years now and it works really great. Over the years the request to my application were exploding and I'm about to improve my scene graph. In this context I have some question - maybe someone can give me some hints. 1) Statusswitches are always costly. How does OSG

Re: [osg-users] Huge perfomance issues

2019-05-31 Thread Werner Modenbach
There should be a better approach. Just a quick idea: For each kind of object keep an array of pointers to already created geodes. If you don't need a certain geode switch it off in the osg::Switch. If you get a request for a new one, check the switch for inactive geodes. If found, just alter

Re: [osg-users] Huge perfomance issues

2019-05-31 Thread Werner Modenbach
Hi Achilleas, your explanations look to me like "I want to repaint my living room. So I destroy my house and ..." My suggestion: For each kind of geometry create it as geode and add it to a switch node. So you can switch them on and off as needed. For alterations keep pointers to the geodes and

Re: [osg-users] Question about security of shader developments

2019-01-31 Thread Werner Modenbach
engineer. >> >> The shader binary I believe may be limited to the GPU/driver that it was >> compiled for. >> >> Also OSG would need to be modified to use SPIRV or shader binaries. >> >> Most of this is a trade off between cost of implementation, add

[osg-users] Question about security of shader developments

2019-01-30 Thread Werner Modenbach
Dear Robert, dear community, I use OSG since many years now with great success. But being honest I usually just use the osg api and direct gl calls are very rare in our code. That's the reason why I ask people with more gl experience here. I'm working in a commercial environment. Unfortunately we

[osg-users] Off topic question and request for ideas

2018-12-14 Thread Werner Modenbach
Hi all, first of all I apologize for an off topic question. I spent weeks already in the Internet for finding a solution for a problem - without success. And I know there are a lot of experienced people here in the list. I'm doing high quality simulations of textiles from machine data. So I have

Re: [osg-users] OpenGL ES 2.0 and LIGHTING

2018-11-16 Thread Werner Modenbach
Hi Grigoriy, why don't you do the multiply in the shader like you do with gl_vertex? - Werner - Am 16.11.2018 um 12:29 schrieb Grigoriy Mylnikov: > Sorry for delayed reply. > > My goal is to open and display .osgt files on android the same way they can > be opened on desktop. This includes

Re: [osg-users] Value of a variable in shaders?

2018-09-28 Thread Werner Modenbach
Hi Marlin, in case you want to know the value of a variable (not uniform) of a shader there is no way (to my knowledge) inspecting it like in a debugger. The usual workaround is visualizing things by coloring the output pixels. If you want to "see" the "value" of a normal vector you can just take

Re: [osg-users] osgQt + OSG 3.6.2 Status

2018-09-11 Thread Werner Modenbach
Hi Mathieu, thanks for your support for OSG/Qt integration. I think there are really many people using OSG together with Qt. Qt is just great for building multi environment user interfaces. But there is one thing I don't really understand. There is some discussion sometimes about difficulties in

Re: [osg-users] GL profiles issues on Windows

2018-09-05 Thread Werner Modenbach
Hi Robert, I thin k Riccardo wants to use both libs (libA glcore, linB non glcore) in the same app on Windows. In my understanding this is not possible at all. - Werner - Am 05.09.2018 um 11:36 schrieb Robert Osfield: > Hi Riccardo, > > On Wed, 5 Sep 2018 at 10:23, Riccardo Corsi > wrote: >>

Re: [osg-users] How to create a 3D ray from cursor position?

2018-08-15 Thread Werner Modenbach
Hi Jad, this is how I do it: double x = mEv->x();  double y = mEv->y();  double w = view->getGraphicsWidth();  double h = view->getGraphicsHeight(); x = x/w; y = y/h; // Normalize to range -1.0 - 1.0 x = (2.0 * _x) - 1.0; y = -((2.0 * _y) - 1.0); // -1.0 is at bottom!!!  osg::Matrix MVPW(

Re: [osg-users] Load an obj file and mapping a given vertex to its Texture coordinates

2018-08-09 Thread Werner Modenbach
th printf): > https://github.com/OGStudio/openscenegraph-cross-platform-examples/blob/f692fd8b0886dbdba1d4e99087998e87827056db/features/scene/PrintGraphVisitor.cpp > You need to create this class instance and call > 'yourNode.accept(instance);' to have the structure printed. > On Wed, 8 Aug

Re: [osg-users] Load an obj file and mapping a given vertex to its Texture coordinates

2018-08-08 Thread Werner Modenbach
Hi Mike, the loaded node isn't just a single node but a treelike structure where your actual geode(s) is/are located somewhere in the structure. What you mean by vertex Id? Each geode contains 1 or more drawables and each drawable contains a vertex array and eventually texCoordArray(s). So you

Re: [osg-users] [HELP] Properly using osg::VertexAttribDivisor for basic geometry instancing

2018-08-02 Thread Werner Modenbach
Hi, what we do is packing our instance parameters in a uniform array and access it via gl_InstanceID as an index into the array. - Werner - Am 01.08.2018 um 16:32 schrieb Julien Valentin: > Hi > perhaps it's because of transaltion array 's default binding (UNDEFINED) > try >

Re: [osg-users] how to interpret values shown by stats handler

2018-07-17 Thread Werner Modenbach
are of how > various things interact. > > Robert. > > Robert. > On Tue, 17 Jul 2018 at 10:43, Werner Modenbach > wrote: >> Hi all, >> >> I'm trying to optimize the display speed of my application by testing >> various techniques. >> >> In order to

[osg-users] how to interpret values shown by stats handler

2018-07-17 Thread Werner Modenbach
Hi all, I'm trying to optimize the display speed of my application by testing various techniques. In order to do exact measures I implemented a mechanism where I can trigger single frame() calls from my keyboard. Curiously the GPU times shown by the stats handler are always drifting somehow

Re: [osg-users] Culling and instanced drawing

2018-07-13 Thread Werner Modenbach
ns is to use a custom osg::DrawableComputeBoundingBoxCallback > that you assign the the drawable that you are using for instancing. > You'll want to return a BoundingBox that encompasses all the positions > that the transformed geometries can occupy. > > Robert. > On Fri, 13 Jul 2

Re: [osg-users] Culling and instanced drawing

2018-07-13 Thread Werner Modenbach
t; > Robert. > On Fri, 13 Jul 2018 at 17:44, Werner Modenbach > wrote: >> Hi all, >> >> maybe someone has some inspiration for me. >> I have a scene graph where the same object (plenty of vertices) is drawn >> in many instances. >> Each instance gets an o

[osg-users] Culling and instanced drawing

2018-07-13 Thread Werner Modenbach
Hi all, maybe someone has some inspiration for me. I have a scene graph where the same object (plenty of vertices) is drawn in many instances. Each instance gets an offset matrix to move the object to some place. If I do the rendering without instances the culling removes those objects from the

Re: [osg-users] Constructor parameters of osg::Uniform

2018-06-28 Thread Werner Modenbach
Am 28.06.2018 um 15:03 schrieb Robert Osfield: > On Thu, 28 Jun 2018 at 13:57, Robert Osfield wrote: >> The original osg::Uniform class is a bit of unwieldy mess. In >> hindsight we shouldn't have gone for this particular implementation as >> it's a bit too open ended. > As a bit of background,

Re: [osg-users] Constructor parameters of osg::Uniform

2018-06-28 Thread Werner Modenbach
It would be the easiest putting an "explicit " in front of the constructor but I guess there would be far to many reclaims then :) - Werner - Am 28.06.2018 um 15:03 schrieb Robert Osfield: > On Thu, 28 Jun 2018 at 13:57, Robert Osfield wrote: >> The original osg::Uniform class is a bit of

[osg-users] Constructor parameters of osg::Uniform

2018-06-28 Thread Werner Modenbach
Hi all, I recently discovered a strange case in creation of a Uniform: farRadiusRescaleUniform=newosg::Uniform("farRadiusRescale",2.0f); The only constructor I could find is like that: Uniform(Typetype,conststd::string,intnumElements=1); The wrong construction sometimes leads to unexpected

Re: [osg-users] Strange behaviour on GBufferCamera with 2 attached osg::Image

2018-06-27 Thread Werner Modenbach
re this so others like myself can have a look at it and either spot > an error on the OSG side or in your code. If it works then this > simple case might shine a light on what you are doing differently. > > Robert. > On Wed, 27 Jun 2018 at 14:52, Werner Modenbach > wrote: &g

Re: [osg-users] Strange behaviour on GBufferCamera with 2 attached osg::Image

2018-06-27 Thread Werner Modenbach
; Robert. > On Wed, 27 Jun 2018 at 13:53, Werner Modenbach > wrote: >> Hi all, >> >> I found a strange behavior of a GBufferCamera. I want to get the color >> channel in one image and the depth channel in another image.When >> What I do: >> >

[osg-users] Strange behaviour on GBufferCamera with 2 attached osg::Image

2018-06-27 Thread Werner Modenbach
Hi all, I found a strange behavior of a GBufferCamera. I want to get the color channel in one image and the depth channel in another image.When What I do: if(!renderImage.valid()){ renderImage=newosg::Image; renderImage->allocateImage(width,height,1,GL_RGBA,GL_UNSIGNED_BYTE,1);

Re: [osg-users] Stuck with applying an offset to projection matrix

2018-06-25 Thread Werner Modenbach
Hi Robert, from your question I guess, I have a fundamental misunderstanding. But from all the examples and from the OGS book I learned as follows: If I want to show a hud I have to do it with a hud camera which has reference frame ABSOLUTE_RF. The same if I want to have a wallpaper in the

Re: [osg-users] Stuck with applying an offset to projection matrix

2018-06-25 Thread Werner Modenbach
Hi Robert, thanks for the quick reply. What I actually need is a very high resolution screenshot from a standard scene with some objects displayed like bacxkground, HUD etc. You are right in viewing at it like a powerwall with those objects being spread over all screens. I can easily get the

[osg-users] Stuck with applying an offset to projection matrix

2018-06-25 Thread Werner Modenbach
Hi all, I'm experimenting with slave cameras for a while now and now I'm totally stuck. I'm doing a tiled display of a scene and for the main scene graph it works fine with projection offset matrix on the slave cameras and all cameras having a RELATIVE reference frame. But my scene also has

Re: [osg-users] Which character encoding is used by osgText::Text

2018-05-29 Thread Werner Modenbach
Sorry, forget the noise. Sorry again. Am 29.05.2018 um 16:53 schrieb Werner Modenbach: > Does anybody know which character encoding osgText::Text is using? > I have problems with my internationalization. > > Many thanks > > - Werner - > > _

[osg-users] Which character encoding is used by osgText::Text

2018-05-29 Thread Werner Modenbach
Does anybody know which character encoding osgText::Text is using? I have problems with my internationalization. Many thanks - Werner - ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] How to query calczulated zNear zFar?

2018-05-18 Thread Werner Modenbach
tails, it's probably well over a decade since I > looked at this code. > > Robert. > > > > On 17 May 2018 at 15:11, Werner Modenbach <werner.modenb...@texion.eu> wrote: >> Dear all, >> >> I hope someone can help me. >> I'm really desperate. I ca

[osg-users] How to query calczulated zNear zFar?

2018-05-17 Thread Werner Modenbach
Dear all, I hope someone can help me. I'm really desperate. I can't find the right way retrieving zNear and zFar values from a child camera. I'm debugging now since many days already without success. I have a deferred rendering scene. The main camera doesn't have my scane as child but the

[osg-users] Need your help with zNear / zFar calculation

2018-05-03 Thread Werner Modenbach
Dear community, today I need your help. Since many days I try finding a solution for my problem - unfortunately without success. Here are the facts: I have a view for my scene and a camera manipulator. The scene has a switch node holding the actual scene and some classes for creation of shadow,

[osg-users] Creating depth texture in pre render pass and using it in final rendering

2018-03-16 Thread Werner Modenbach
Hi all. I'm working on converting my application to deferred rendering. Due to the complexity of the fragment shaders I'm not able to precalculate everything necessary for the fragment shader into textures. Some time ago I found an example of calculating the depth texture in a simple pre

[osg-users] Creating an array of same type a given one

2018-01-26 Thread Werner Modenbach
Hi all, I have to copy data from given arrays (i.e. geometry->getTexCoordArrayList()) into new arrays of the same type. So I have to do something like     osg::Geometry::ArrayListtextureCoords=geometry->getTexCoordArrayList();     osg::Geometry::ArrayListtextureCoordsNew(textureCoords.size());

[osg-users] Strange behaviour - no explanation

2018-01-24 Thread Werner Modenbach
Hi all, I import a 3DS model and after import it shows me a flat structure of geodes: Final OSG node structure looks like this: Group     Geode         Geometry     Geode         Geometry     Geode         Geometry     Geode         Geometry     Geode         Geometry     Geode      

[osg-users] Scaling visitor not working as expected

2018-01-09 Thread Werner Modenbach
Hi all, I'm loading 3ds scenes as subnodes into my scene. The 3ds coordinates are in a different scale than my scene. Usually I would solve this by a transform. But because of internal reasons I need the vertices being in MY coordinate measure. So I wrote a scaling visitor, that multiplies al

Re: [osg-users] Using visitor to transfer material color to geometry color

2018-01-08 Thread Werner Modenbach
OK, I'm answering my own post. The issue is solved. Sorry for the noise here. - Werner - Am 08.01.2018 um 17:11 schrieb Werner Modenbach: > Hi all, > > I'm using gl3 mode in my project by setting > camera->getGraphicsContext()->getState()->setUseModelViewAndProje

[osg-users] Using visitor to transfer material color to geometry color

2018-01-08 Thread Werner Modenbach
Hi all, I'm using gl3 mode in my project by setting camera->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(_useGL3); camera->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(_useGL3); When loading external 3D scenes created in gl2 mode colors of

[osg-users] Preview gfenerator plugin for Windows

2017-12-22 Thread Werner Modenbach
Hi community, I'm looking for a Windows explorer plugin for creation of previews/icons of 3D data files. Does anybody know if something like that is available somewhere? Sources would be preferred because of adding proprietary formats. Many thanks - Werner -

[osg-users] Setting up a shadowDepthCamera

2017-09-08 Thread Werner Modenbach
Hi all! I'm still working on my shadow technique for OpenGL 3 shaders. I only partially manage setting the matrix for the light camera creating the shadowMap. What I do:     osg::Vec3lightPositionVS=mainCamera->getViewMatrix()*lightPosition; osg::Vec3eye; osg::Vec3center; osg::Vec3up;

[osg-users] Idea about shadows

2017-09-06 Thread Werner Modenbach
Hi all, today I come over with an idea about avoiding an additional render pass for creating shadows. I highly appreciate any comments and maybe hints before I start with a trial implementation. I use deferred shading and my scene gets rendered in a prerender pass in order to get i.e. a

[osg-users] RenderBin vs. SlaveCamera

2017-08-03 Thread Werner Modenbach
Hi all, I'm restructuring my project because I want to implement some multi pass effects. I have some problems understanding the different approaches for example when creating HUD displays. The approach I used so far is attaching a SlaveCamera and puttung it in PostRender pass. On the other

[osg-users] draw primitive sets and geometry shader in opengl 3

2017-05-24 Thread Werner Modenbach
I have a simple question but couldn't find an answer. My geode is assigned a geometry shader that starts with layout(lines_adjacency)in; For drawing geometry 1 I use geometry1->addPrimitiveSet(newosg::DrawArrays(osg::PrimitiveSet::LINE_STRIP_ADJACENCY,0,count)); That works absolutely

[osg-users] Disable rendering to screen

2017-04-28 Thread Werner Modenbach
Hi all, I have a scene with child cameras. I add a rtt slave camera and want only the slave to render and nothing being rendered to the screen. I tried setting the ColorMask of the main camera to all false. This works for the main camera, but the child cameras still render to screen.

Re: [osg-users] Fast move a lot of nodes to another group

2017-04-04 Thread Werner Modenbach
Ah OK, so why not adding them as children into 2 switch nodes and just switching them an and off as needed. It should not really be an overhead since the pointers are shared and disabled nodes are ignored. - Werner - Am 04.04.2017 um 12:33 schrieb Yura Ivanov: I already have such transform

Re: [osg-users] Fast move a lot of nodes to another group

2017-04-04 Thread Werner Modenbach
Hi Yura, just make the transform node a permanent member of your scene and let it be identity or your specific transform as needed. - Werner - Am 31.03.2017 um 10:05 schrieb Yura Ivanov: Hi, I need to move a lot of nodes from Group to MatrixTransform to translate them into new position by

Re: [osg-users] Significant drop in frame rate when updating from OSG 3.2.1 to 3.4.0

2017-03-31 Thread Werner Modenbach
nding(osg::Geometry::BIND_PER_VERTEX); Obviously we have to set the binding in the array itself and the setNormalBinding works but has poor performance. Now we are happy again :-) - Werner - Am 31.03.2017 um 13:11 schrieb Werner Modenbach: Hi Robert, the 3.4.0 tagged version is OK with the frame

Re: [osg-users] Significant drop in frame rate when updating from OSG 3.2.1 to 3.4.0

2017-03-31 Thread Werner Modenbach
ion we are using? What are we doing different to the viewer? Thanks so much for your excellent work! - Werner - Am 28.03.2017 um 18:22 schrieb Robert Osfield: Hi Wener, On 28 March 2017 at 16:24, Werner Modenbach <werner.modenb...@texion.eu <mailto:werner.modenb...@texion.eu

Re: [osg-users] Significant drop in frame rate when updating from OSG 3.2.1 to 3.4.0

2017-03-28 Thread Werner Modenbach
My next thought is that perhaps an OpenGL error is being invoked somehow. Are there any errors being reported to the console? What happens with the standard OSG example set? Does osgviewer run any differently with models you have on the two versions. Robert. On 20 March 2017 at 15:

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

2017-03-24 Thread Werner Modenbach
Hi Robert, just a little side info. I tried our application with the 3.5.5(?) branch about 2 weeks ago and everything was fine except hud texts were all coming out in black. I don't know if that is a useful hint. Thanks - Werner - Am 24.03.2017 um 18:27 schrieb Robert Osfield: HI Li, My

Re: [osg-users] Bug in 3.4.0 when exporting .osgx file?

2017-03-21 Thread Werner Modenbach
thers can look into it? Robert. On 21 March 2017 at 13:15, Werner Modenbach <werner.modenb...@texion.eu> wrote: Hi Robert, I think I catched another problem in version 3.4.0. I try exporting my scene as .osgx file. But except the xml header nothing is written. I debuged it and found the fol

[osg-users] Bug in 3.4.0 when exporting .osgx file?

2017-03-21 Thread Werner Modenbach
Hi Robert, I think I catched another problem in version 3.4.0. I try exporting my scene as .osgx file. But except the xml header nothing is written. I debuged it and found the following sequence of calls: osg::ref_ptrrw=osgDB::Registry::instance()->getReaderWriterForExtension(

[osg-users] Significant drop in frame rate when updating from OSG 3.2.1 to 3.4.0

2017-03-20 Thread Werner Modenbach
Hi Robert, I updated my project from version 3.2.1 to 3.4.0. I'm on Window 7 Pro. Unfortunately the frame rate dropped significantly from 60 fps to 2.x fps. I verified it several times by just linking to the 2 versions without any change of my code. Please see the 2 screen shots with the stats

Re: [osg-users] How do cameras handle the render target?

2017-03-15 Thread Werner Modenbach
Hi Sebastion, thanks for the quick reply. What do you mean by composing to the same FBO? As i wrote attaching the FBO to the child cameras the same way as with the main camera just delivers a black fbImage. Concerning the screen capture example: I remember an easier version where a slave

[osg-users] How do cameras handle the render target?

2017-03-15 Thread Werner Modenbach
Hi all. I have a problem understanding how cameras handle render targets. My special case: I have a standard camera on a view. The root node of the scene is a group with the following children: - my model - hud camera for wallpaper - hud camera for text - more cameras for special cases All the

Re: [osg-users] How to get Center Parameter of CameraManipulator

2017-03-15 Thread Werner Modenbach
view->getCamera()->getViewMatrixAsLookAt(...) Am 15.03.2017 um 04:27 schrieb duc nguyen: Hi, After setCameraManipulator for my viewer i can get the Eye parameter of camera but cannot get the Center parameter to get the point of my camera looking at. How to get this value? Here is the way i

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

2017-03-10 Thread Werner Modenbach
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 <werner.modenb...@texion.eu <mailto:werner.modenb...@texion.eu>>

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

2017-03-09 Thread Werner Modenbach
Hi all. Is it possible to redirect the main camera of a view temporarily to a FBO? It is my intention to get a snapshot of the scene with a modified projection matrix. I think about something like that: osg::ref_ptr camera = view->getCamera(); osg::Camera::RenderTargetImplementation rti =

[osg-users] About separate rendering of a slave camera

2017-03-07 Thread Werner Modenbach
Hi all. I have a view with a main camera and an additional slave camera with a pixel buffer context. At the moment I call frame() on the view to get the rendered pixel buffer contents. Is there any way of just rendering on the slave camera without getting the view updated? Many thanks -

Re: [osg-users] How to handle cameras in the scene graph when rendering to framebuffer

2017-02-27 Thread Werner Modenbach
Sorry, found the second parameter of setRenderOrder, but using this on the wallpaper and the framebuffer camera doen't make a difference, independent of the numbers I assign. Am 27.02.2017 um 12:08 schrieb Werner Modenbach: > Hi Robert, > > you may be right. There are several (more

Re: [osg-users] How to handle cameras in the scene graph when rendering to framebuffer

2017-02-27 Thread Werner Modenbach
allbacks to > each of the Camera's and have these debug callbacks just write to the > console when they are being called. > > Robert. > > On 27 February 2017 at 10:34, Werner Modenbach > <werner.modenb...@texion.eu> wrote: >> Hi Robert, >> >> sorry for the de

Re: [osg-users] How to handle cameras in the scene graph when rendering to framebuffer

2017-02-27 Thread Werner Modenbach
. Am 24.02.2017 um 17:56 schrieb Robert Osfield: > Hi Werner, > > In principle what you are doing should be possible. What is going > wrong in your instance is impossible to say without seeing how you are > setting up the viewer Camera's and the in scene graph Camera's. > &g

[osg-users] How to handle cameras in the scene graph when rendering to framebuffer

2017-02-24 Thread Werner Modenbach
Hi all, sorry for so many questions today. My scene graph has additional cameras as children somewhere in the scene graph. For example a hud camera for a background image. I do screenshots by adding a slave camera to the main camera which renders the scene to the FB. Unfortunately this

Re: [osg-users] Text colors in shaders

2017-02-24 Thread Werner Modenbach
uary 2017 at 14:30, Werner Modenbach <werner.modenb...@texion.eu> wrote: that's great. It works with the shader you suggested. Strange is, that just using vertex color doesn't work. It seems alpha is set to transparent (0). Also a texture is set but only alpha has a meaning. Texture color is bla

[osg-users] osgShadow and gl3

2017-02-24 Thread Werner Modenbach
Hi all, my project needs gl3 features and so I use the following methods: camera->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(useGL3); camera->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(useGL3); Of course I need my own shaders then. I'm

Re: [osg-users] Text colors in shaders

2017-02-24 Thread Werner Modenbach
. - Werner - Am 24.02.2017 um 13:16 schrieb Sebastian Messerschmidt: Am 2/24/2017 um 12:57 PM schrieb Werner Modenbach: Dear all, my project needs gl3 features and so I use the following methods: camera->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(useGL3);

[osg-users] Text colors in shaders

2017-02-24 Thread Werner Modenbach
Dear all, my project needs gl3 features and so I use the following methods: camera->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(useGL3); camera->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(useGL3); Of course I need my own shaders then. But I also

[osg-users] TrackballManipulator versus Camera->setProjectionMatrix

2017-01-17 Thread Werner Modenbach
Hi OSG community, my application needs "zoom keys". As a result the cursor position gets centered in the window and depending on key the scene gets zoomed. I do this with this short method: /**A zoom key was pressed (ESC,F1-F5) *_xand_y is the cursor position in the window scaled to-1.0..+1.0

Re: [osg-users] How to implement pagedLOD without reading from files?

2016-11-16 Thread Werner Modenbach
in advance for any hints. - Werner - Am 11.11.2016 um 12:47 schrieb Robert Osfield: > Hi Wener, > > On 11 November 2016 at 11:32, Werner Modenbach > <werner.modenb...@texion.eu> wrote: >> just one more small question. >> As to my understanding the ReaderW

Re: [osg-users] How to implement pagedLOD without reading from files?

2016-11-11 Thread Werner Modenbach
Thanks Robert. I think I should use the PluginDataMap to provide pointers to classes or structures. Right? Thanks again. Very quick and good help! - Werner - Am 11.11.2016 um 12:47 schrieb Robert Osfield: > Hi Wener, > > On 11 November 2016 at 11:32, Werner Modenbach > &l

Re: [osg-users] How to implement pagedLOD without reading from files?

2016-11-11 Thread Werner Modenbach
Hi Chris, just one more small question. As to my understanding the ReaderWriter classes are instantiated automatically according to the "file extensions". So I get no hands on the instances of the reader. How can I give the reader class a reference to my data structures? Thanks - Werner - Hi

Re: [osg-users] How to implement pagedLOD without reading from files?

2016-11-10 Thread Werner Modenbach
Hi Chris, thanks a lot. I knew it must be easy somehow but I was blind for the solution. Yes, I have to subclass ReaderWriter and that's it. Wow! - Werner - Am 09.11.2016 um 18:43 schrieb Chris Hanson: > Basically you make a custom URI scheme to name each "file" in the > PagedLOD object, like >

[osg-users] How to implement pagedLOD without reading from files?

2016-11-09 Thread Werner Modenbach
Dear community, I have to visualize huge simulation images on a textured quad. Because of the size of the textures I decided for using a pagedLOD approach and tiles. This was really nicely described by Rui Wang

Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-09-06 Thread Werner Modenbach
Hi Robert, if I recognized well, there are still frequent questions on the list about Qt-interface in OSG. At least we are using it very intensely. There was not much move in the interface since long and so we just take it as it was and as it works so far. The threading problem is a bit

Re: [osg-users] Trouble with NodeMask and shadows

2016-08-25 Thread Werner Modenbach
Hi Pete. Thanks for your reference link. I now did it with my own shaders and of course it works. First I activated the fixed function shaders because I thought there must be some integrated mechanism for switching on and off shadows. Otherwise in my opinion the definition of receiveShadowMask

[osg-users] Trouble with NodeMask and shadows

2016-08-22 Thread Werner Modenbach
Hi! I have a little issue with a scene with shadows. I need to have within a scene that has shadows an object that doesn't cast and doesn't receive shadows. Here is what I do: constintReceivesShadowTraversalMask=0x1; constintCastsShadowTraversalMask=0x2;

[osg-users] Any recommendation on displaying spline surfaces?

2016-07-13 Thread Werner Modenbach
Hi all. I have to visualize objects defined by parametric spline surfaces. Is there any recommended way to do this in osg? Thanks for any hint - Werner - ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] osgShadow with GLES

2016-07-04 Thread Werner Modenbach
Hi Pierre-Jean, I was also doing some research in that. I think the shader you adopted is not the only place where shaders have to be given. I found some place with comments like "I don't use my shader because the fixed function shaders have better performance". This is just how I remember

[osg-users] Hiding shader sources

2016-01-21 Thread Werner Modenbach
Hi all, we are using OSG with big success since many years now. Thanks Robert and the community. We are in a commercial context and we have to care about the know-how. We use Open-GL 3 and make heavy use of shaders. So my question is: Is there any way of hiding shader sources so they cannot be

[osg-users] shadows in an GL 3.2 / glsl 1.5 environment

2015-09-02 Thread Werner Modenbach
Dear all, I need to do shadows in an GL 3.2 / glsl 1.5 environment. I was using osgShadow with LightSpacePerspectiveShadowMapCB technique before moving to 3.2/1.5. I tried to track down the necessary actions and I think I have to solve 3 items: 1) Assigning new shaders to the technique

Re: [osg-users] Qt5 integration

2015-08-17 Thread Werner Modenbach
Hi Ricky, I understand your point of view here. But I think there are multiple use cases. If I understand your approach well you intend having a 3d rendering app with some nice qt based features. On the other hand we are developing a lot of software in the textile environment and 3d simulation

[osg-users] Using osg::shadow with Gl 3.2 (Shader 1.5)

2015-08-06 Thread Werner Modenbach
Due to several reasons I had to convert a project to above versions. I was successful almost all over the project due to the excellent work of osg exported uniforms etc. The last item I have to solve now is shadow. I'm using osgShadow::LightSpacePerspectiveShadowMapCB and I found out how to

[osg-users] What is the difference of adding an additional camera as child or slave

2015-07-24 Thread Werner Modenbach
Dear OSG users, can someone give me an explanation about the difference in: view-addSlave(camera.get(),true); and view-getCamera()-addChild(camera.get()); Many thanks in advance - Werner- ___ osg-users mailing list

Re: [osg-users] ClipNode Opposite Behavior

2015-07-23 Thread Werner Modenbach
Are you sure? I think this will leed to nothing being displayed. But I didn't verify it. It is just how I understand clipping. Am 23.07.2015 um 10:35 schrieb Christian Buchner: I think you only need to flip the clipping plane around (reverse the plane's normal vector) to get the desired

[osg-users] Getting world coordinates from screen coordinates

2015-07-22 Thread Werner Modenbach
Hi all, please give me a little assistance. I'm using geometry shaders for creating my objects during rendering. That is why I can't use the picking via lineIntersection inside osg. But I have a local proprietary structure containing my display objects and I know how to calculate the nearest hit

Re: [osg-users] some questions about Frame Scheme ON_DEMAND

2015-07-20 Thread Werner Modenbach
Hi Gianni, I solved it for me by deriving the viewer class and setting a local variable needsUpdate with any mod of the sceene. This works pretty good. - Werner - Am 20.07.2015 um 10:51 schrieb Gianni Ambrosio: Hi All, can anybody tell me please if there is a way to know if the OSG scene has

Re: [osg-users] How does shadow technic work if geometry shaders are in use

2015-06-08 Thread Werner Modenbach
at 6:38 PM, Werner Modenbach werner.modenb...@texion.eu mailto:werner.modenb...@texion.eu wrote: Hi Nick, I'm using LightSpacePerspective shadow technique as well. But I set the shaders only inside the scene graph where reqired. Do I have to set them anywhere else? My graph

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