Re: [osg-users] Advanced rendering effects you'd like to see in OSG

2014-05-16 Thread deniz diktas
Hi Nick, ok, added to my list. Starting with multiple shadow-casting lights seems like the first thing to start with, nearly everyone wants it. Could you guys also comment on which compiler /platform you would like to use? Currently I am using VS2013 but it seems like I should implement

Re: [osg-users] Advanced rendering effects you'd like to see in OSG

2014-05-15 Thread deniz diktas
it for deferred rendering, normal mapping, glow mapping, parallax mapping, cube mapping ( http://youtu.be/MczUHwixPYU (http://youtu.be/MczUHwixPYU) ) and liked it very much. 2014-05-11 23:14 GMT+07:00 deniz diktas (): Hi all, I have been thinking about implementing an open-source high

[osg-users] Advanced rendering effects you'd like to see in OSG

2014-05-11 Thread deniz diktas
Hi all, I have been thinking about implementing an open-source high level library on top of OSG supporting advanced lighting and rendering features. I wanted to ask all of you if there are specific features you would like to see. As an example: in one of the recent posts I have read that there

[osg-users] How does occlusion query node work

2014-02-25 Thread deniz diktas
Hi, How does occlusion query node work when multiple nodes are attached under a single parent? Does OSG perform a depth-sort internally and check the visibility of each node's BB and render each node if the test passes or does it simply do this in the given order (in the order of the node

Re: [osg-users] space partitioning

2014-01-31 Thread deniz diktas
Hi Nick, There is the osg::KdTree, but I have never used it before. What do you want to use the space partitioning for? -deniz Trajce Nikolov NICK wrote: Hi Community, is there a way to do this with osg (not with engineering) maybe something built in Thanks a bunch! Nick --

Re: [osg-users] space partitioning

2014-01-31 Thread deniz diktas
! Cheers, Nick On Fri, Jan 31, 2014 at 7:52 PM, deniz diktas () wrote: Hi Nick, There is the osg::KdTree, but I have never used it before. What do you want to use the space partitioning for? -deniz Trajce Nikolov NICK wrote: Hi Community, is there a way

Re: [osg-users] space partitioning

2014-01-31 Thread deniz diktas
you tell more about your work on the space partitioning you have done? If this is not osg related we can go off-line from the list. Please let me know. Nick On Fri, Jan 31, 2014 at 8:16 PM, deniz diktas () wrote: Hi Nick, ok, I see. Where is this thing being done bad? Inside

Re: [osg-users] C++11 with OSG

2013-11-27 Thread deniz diktas
recent standard. If you want to support old compilers, just don't use C++11 or provide alternative code. Olaf -Original Message- From: [mailto:] On Behalf Of deniz diktas Sent: 26 November 2013 19:15 To: Subject: Re: C++11 with OSG Hi Judson, Thanks for the feedback

Re: [osg-users] C++11 with OSG

2013-11-26 Thread deniz diktas
to VS2013 as soon as possible, and test your application with it. You can set policy to support older, non-c++11 compliant compilers if you wish, but that decision should not prevent you from moving to new compilers in general. Regards, Judson On 11/22/2013 2:34 PM, deniz diktas wrote

Re: [osg-users] C++11 with OSG

2013-11-22 Thread deniz diktas
Hi Sebastian, Yes, I have to admit that my question was not clear enough. Actually I meant using C++11 in osg-based apps. The reason I asked is that I would like to write a high-level rendering engine based on osg (to be distributed to many users) and I was not sure if I should directly use

Re: [osg-users] C++11 with OSG

2013-11-22 Thread deniz diktas
Thank you guys, This is helpful, I can see it is best to stick to vs2010 and use boost for missing c++11 features, which I have been doing in my regular work anyway. Good to see we are on the same page here. Any other opinions or suggestions are welcome. -deniz -- Read this

[osg-users] C++11 with OSG

2013-11-21 Thread deniz diktas
Hi, Just wondering how many of you use C++11 with OSG and what you think about it. Thank you! Cheers, deniz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57376#57376 ___ osg-users mailing list

Re: [osg-users] assigning different IDs to each triangle using generic vertex attributes

2013-11-10 Thread deniz diktas
id per triangle.  The way I'd tackle it would be to put the data per vertex, or look at instancing. Robert. On 9 November 2013 17:48, deniz diktas () wrote: Hi, I want to assign a generic vertex attribute for each primitive (triangle). I have written a visitor

Re: [osg-users] Drawing lines using OpenGL ES 2.0

2013-11-07 Thread deniz diktas
Hi, you are outputting the position as color, that's why you see black (because these have negative coordinate values) and the three values. Just set an arbitrary fixed color value in the frag-shader to see anything. But if you need to see colors, then you need to define your own vertex

Re: [osg-users] Drawing lines using OpenGL ES 2.0

2013-11-07 Thread deniz diktas
Hi, for learning basic shader programming you do not have to constrain yourself to opengl es 2.0. It is sufficient to do the same basic stuff with OGL 3.0 in order at least to understand the difference between assigning a coordinate value and a color value as the final fragment value. I

Re: [osg-users] How to set-up an FBO in osg for android with opengl-es 2.0

2013-09-02 Thread deniz diktas
Sure, anyone interested in the solution can ask me via personal message. Best, Deniz Trajce Nikolov NICK wrote: maybe you post your finding so other from the community will benefit ;-) Nick On Sun, Sep 1, 2013 at 9:11 PM, deniz diktas () wrote: I have been able to find a work

Re: [osg-users] How to set-up an FBO in osg for android with opengl-es 2.0

2013-09-01 Thread deniz diktas
I have been able to find a work-around to solve it. thanks, deniz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56047#56047 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] How to set-up an FBO in osg for android with opengl-es 2.0

2013-08-30 Thread deniz diktas
Hi all, I have not been able to setup an FBO on android using osg built for opengl-es 2.0. On the opengl-es 2.0 side I cannot attach depth textures to the fbo's, while on the android side I cannot attach depth renderbuffer to the cameras. Any ideas how to overcome this ? Thank you! Cheers,

Re: [osg-users] [osgPlugins] 3ds-plugin is not built on android by default

2013-08-27 Thread deniz diktas
Hi Jordi, ok thanks for the advice. But how about the repeating textures in different models? I think they will be repeated for every model's ive-file even if they are shared and may take up too much space depending on the application. I also need to be able to accept any file given by the

Re: [osg-users] regular osg-models result in notifications with osg built for opengl-3.x / opengl-es-2.0 support

2013-08-27 Thread deniz diktas
Hi Robert, Thanks for the detailed answer. I will go ahead with ShaderGenVisitor and take it from there. Best, Deniz rmilh wrote: On 26.8.2013 22:32, deniz diktas wrote: Is there a method or utility (maybe some visitor) inside osg that can modify the models so that the rendered model

Re: [osg-users] [osgPlugins] 3ds-plugin is not built on android by default

2013-08-26 Thread deniz diktas
Hi Raphael, Thanks for your quick reply, it worked as you said :) However, there is a slight compile problem with converting some variables when compiling osg3.0.1, but I think I fixed that. cheers, deniz raphael wrote: Hi deniz, You can comment line 171 and line 173 of

[osg-users] regular osg-models result in notifications with osg built for opengl-3.x / opengl-es-2.0 support

2013-08-26 Thread deniz diktas
Hi, When working with osg-3.0.1 built with opengl-3.x (on android with opengl-es-2.0) support, many of the models cause a severe number of notifications, which was not a problem with showing in osg-3.0.1 compiled with the legacy fixed pipeline functionality. I know the differences between

[osg-users] [osgPlugins] 3ds-plugin is not built on android by default

2013-08-25 Thread deniz diktas
Hi, When building osg for android (as suggested on the platform specifics page), the 3ds plugin is not built automatically (I see a libosgdb_3dc.a but not libosgdb_3ds.a). What should I do to build the 3ds-plugin as well? Thank you! Cheers, deniz -- Read this topic online

Re: [osg-users] [vpb] geographic to geocentric coordinate transformation

2010-12-28 Thread deniz diktas
Hi Shayne, thank you for your reply. but the problem I am facing is related to the transformation. But I will keep your suggestion in mind when placing the camera, so thanks again :) The input to the application will be a flight-path given as a list of consecutive points in geographic

Re: [osg-users] [vpb] geographic to geocentric coordinate transformation

2010-12-28 Thread deniz diktas
I am using osg::EllipsoidModel::convertLatLongHeightToXYZ() method to convert the coordinates as such: osg:::EllipsoidModel em; em.convertLatLongHeightToXYZ(_lat,_long,_alt, x,y,z); when building the model I used osgdem with the following parameters: osgdem --geocentric -d dted_dir -o

Re: [osg-users] [vpb] geographic to geocentric coordinate transformation

2010-12-28 Thread deniz diktas
1) oops.. you are right! I am not passing them in radians :-* ok I feel a little embarassed as of why I could not think of that :x I guess because I always tend to think in terms of opengl logic: in opengl you pass angles in degrees. 2) I have been able to see the terrain in osgviewer so no

[osg-users] [vpb] geographic to geocentric coordinate transformation

2010-12-27 Thread deniz diktas
Hi, I am using osgdem to generate a terrain from a set of dted-files in geocentric coordinates. What I am trying to do next is to navigate the camera along a path given in geographic coordinates (lat, long, alt). However, when I try to convert a geographic coordinate (of which I am sure from

Re: [osg-users] Simple moving map using CADRG data

2010-12-08 Thread deniz diktas
Hi Michael, I am facing a similar problem you faced: I have DTED and CIB files. I am able to generate a paged-lod terrain with osgdem but cannot map the CIB files onto the terrain. I have read the solutions proposed in previous posts (from Alan), I will try these as well. I want to ask if

[osg-users] [vpb] problem with osgdem

2010-12-04 Thread deniz diktas
Hi, I followed all steps to install virtual planet builder as described in the the osgdem web-page (.../projects/osg/wiki/Support/UserGuides/osgdem). then I ran the following command in cmd (but with 1k version of the png's) osgdem --xx 10 --yy 10 -t ps_texture_1k.tif \ --xx 10 --yy 10 -d

Re: [osg-users] [vpb] problem with osgdem

2010-12-04 Thread deniz diktas
Hi Robert, all worked well now, thanks a lot :) deniz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34528#34528 ___ osg-users mailing list osg-users@lists.openscenegraph.org