Re: [osg-users] cannot load PNG image

2010-01-07 Thread selman duatepe
Hi Tufan,

Check also that C:\Users\Tufan\Desktop\New
Folder\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2 directory is in your path.
If directory is in your path, attach your texture and code. I will try it.

Selman




On Thu, Jan 7, 2010 at 1:47 PM, Tufan Taş tas.tu...@gmail.com wrote:

 Hi,

 Yes C:\Users\Tufan\Desktop\New Folder\OpenSceneGraph-2.8.2\bin is in my
 path. I don't get any error messages I can load bmp image but cannot png. I
 don't know why.

 Thank you!

 Cheers,
 Tufan

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Re: [osg-users] HUD-Problem

2009-12-29 Thread selman duatepe
Hi,

set HUD_Text position z value 0.0

HUD_Text-setPosition( osg::Vec3( 30.0, 30.0, 0.0 ) );


On Tue, Dec 29, 2009 at 11:38 AM, Carl Johnson uto...@gmx.net wrote:

 Hi,
 does no one has an idea? I realy dont know what i did wrong!

 Thank you!

 Cheers,
 Carl

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[osg-users] Projective Texture Mapping

2009-05-04 Thread selman duatepe
Hi everyone,

I've tried osgspotlight example and it works fine. I've generated
*only*seven texture coordinates by using osg::TexGen and rendered the
spotlight
effects by fragment shader. But, I want to render multiple spotlight effects
in my scene (for example 20 spotlight effects).
*
void main(void)
{
vec4 sceneColor = texture2D(baseTexture,gl_TexCoord[0].xy);
vec4 spotColor1 = texture2DProj(spotTexture1, gl_TexCoord[1]);
vec4 spotColor2 = texture2DProj(spotTexture2, gl_TexCoord[2]);
vec4 spotColor3 = texture2DProj(spotTexture3, gl_TexCoord[3]);
vec4 spotColor4 = texture2DProj(spotTexture4, gl_TexCoord[4]);
vec4 spotColor5 = texture2DProj(spotTexture5, gl_TexCoord[5]);
vec4 spotColor6 = texture2DProj(spotTexture6, gl_TexCoord[6]);
vec4 spotColor7 = texture2DProj(spotTexture7, gl_TexCoord[7]);

vec3 spotColor = spotColor1.rgb + spotColor2.rgb + spotColor3.rgb +
spotColor4.rgb + spotColor5.rgb + spotColor6.rgb + spotColor7.rgb;
vec4 color = sceneColor * gl_LightSource[0].ambient;

float spotMapIntensity = 1 - gl_LightSource[0].diffuse.g / 3;
gl_FragColor = vec4(sceneColor.rgb * spotColor.rgb, 1.0) *
spotMapIntensity + color;
}*



Is there any suggestion about this subject? How about *deferred lighting*method?

Thanks.

Selman
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Re: [osg-users] rendering ive model (shaders)

2009-01-14 Thread selman duatepe
Hi Ümit,

Actually, I want to know solutions of two combinations.

Firstly, if textures are seperated from models, how can I pass the texture
in uniform variables? I have lots of models and  I don't know whole
information about textures (name, location vs.). Can I get information about
model textures from ive model?

Thanks Ümit.


On Wed, Jan 14, 2009 at 4:37 AM, Ümit Uzun umituzu...@gmail.com wrote:

 Hi Selman Abi,

 What do you mean you can't pass textures to shaders? Textures are separated
 from models or they are integrated combination? If they separated you can
 easily pass texture in uniform variables, or they are combined with model
 like ive Terrain models there can be problem as you said.

 Best Regards.

 2009/1/13 Lukas Diduch lukas.did...@nist.gov

 Play around with the notify level for debug info.
 (from doc:)

 export OSG_NOTIFY_LEVEL=

* ALWAYS
* FATAL
* WARN
* NOTICE
* DEBUG_INFO
* DEBUG_FP
* DEBUG
* INFO, will also enable validation of shader programs


 On Tue, Jan 13, 2009 at 05:33:27PM +0200, selman duatepe wrote:
  Hi everyone,
 
  I want to render *ive* model with textures by shaders. But, I can't pass
 the
  textures to fragment or vertex shader.
 
  Any ideas?
 
  Thanks.

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[osg-users] rendering ive model (shaders)

2009-01-13 Thread selman duatepe
Hi everyone,

I want to render *ive* model with textures by shaders. But, I can't pass the
textures to fragment or vertex shader.

Any ideas?

Thanks.
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[osg-users] model opacity problem

2008-09-13 Thread selman duatepe
Hi everyone,

In our projects, we make lots of 3d models by using 3d Studio Max that has
opacity map. And then, we convert these models from 3ds format  to ive
format by using ive exporter. But, when we integrate (osgDB::readNodeFile)
these models in our osg and Qt application, the program crashes. If models
has not opacity map, the program works.

Anoyne experienced about this problem?

Thanks.
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Re: [osg-users] Precipitation Effect

2008-09-10 Thread selman duatepe
Hi Robert,

Thank you for quick response. I have three PrecipitationEffect active at one
time. I am trying for snow, rain, hail effect active at one time.

Selman

On Wed, Sep 10, 2008 at 3:35 PM, Robert Osfield [EMAIL PROTECTED]wrote:

 Hi Selman,

 On Wed, Sep 10, 2008 at 1:13 PM, selman duatepe [EMAIL PROTECTED]
 wrote:
  I have multiple precipitation effect objects. When I set the wind
 parameters
  of precipitation effect objects, only one precipitation effect object
  influence this wind parameters, the others are not.
 
  Anyone experienced about this problem?

 I haven't personally tried multiple osgParticle::PrecipitationEffect,
 when I wrote it I had in mind that only one would likely be active at
 any one time.

 Do you have multiple PrecipitationEffect active at one time?  What
 effect are you trying for?

 If you have multiple effects on at one time then perhaps lazy state
 updating on the uniform might be causing problems.  This is just a
 wild guess though.

 Robert.
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[osg-users] Flickering Multiple Monitor

2008-09-09 Thread selman duatepe
Hi everyone,

I have a problem about rendering Terrain on Multiple Monitor using VBO at
NVIDIA cards. I have no problem NVIDIA 7900 GTX with 84.21 driver. When I
render my Terrain Application the other drivers for 7900 GTX or the other
NVIDIA cards (8800 GT, 8800 GTX), flicker appears secondary monitor.

Anyone experienced about this problem?

http://img225.imageshack.us/my.php?image=adsz2mv8.jpg

Thanks.
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[osg-users] osg max exporter

2008-07-10 Thread selman duatepe
Hi everyone,

Are there any support of OpenSceneGraph Max Exporter for Studio Max 2009 or
Studio Max 2009 Design?

Thanks.
Selman Duatepe
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[osg-users] Speed Interpolation

2008-05-20 Thread selman duatepe
Hi everyone,

I have an animation path which has a lot of way points and these way points
have some tracker information like speed. I want to interpolate speed of
tracker between these way points.

Has anyone else experienced this issue?

Thanks...
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[osg-users] Multiple Monitor Full Screen Mode

2008-04-01 Thread selman duatepe
Hi,
i need to place my two windows into my 2 monitors in fullscreen mode.

Whenever i call this code: mRenderSurface2 goes to monitor 1 even if it is
placed on monitor 2.

-
mRenderSurface2--fullScreen(true);
--

Do you know a way to do this?
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[osg-users] Terrain Texturing

2008-03-25 Thread selman duatepe
Hi everyone,

I've implemented Terrain Rendering Using GPU-Based GeometryClipmaps
algorithm with frustum culling, instancing, normal maps, procedural
texturing etc... And now I want to implement texturing of terrain other than
procedural texturing. Because I want to cover terrain area with unlimited
texture data. A lot of texture data means a lot of alpha map. (Texture
Splatting) and GLSL doesn't allow more 16 sampler2D.

Can I cover terrain area with unlimited texture?

Thank you very much for your help.
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Re: [osg-users] Vertex Buffer Object (Multi Window)

2008-03-21 Thread selman duatepe
Hi Robert,

Thanks a lot for the quick response. I have solved this problem with your
help.

I do with this following call,

 Producer::RenderSurface::*shareAllGLContexts*(true);

But, this time, when I create more than one VBO,

float* cachedData =
static_castfloat*(mExtension-glMapBuffer(GL_ARRAY_BUFFER_ARB,GL_READ_WRITE_ARB));

function always returns NULL and I can't map GPU buffer. But it works for
one VBO for multiple window.


On Sun, Mar 16, 2008 at 6:42 PM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Selman,

 This is the way that OpenGL objects work - they aren't by default
 shared between separate graphics context.  You'll either need to
 maintain separate VBO's for each context or share graphics contexts.

 There is a lot of support in the OSG for managing separate objects
 across multiple graphics contexts so is you use classes like
 osg::Geometry it'll manage this all for you.

 Robert.

 On Sun, Mar 16, 2008 at 4:11 PM, selman duatepe [EMAIL PROTECTED]
 wrote:
  Hi everyone,
 
  I have implemented Terrain library using Geometry Clipmap algorithm. In
 my
  project, I have to display terrain two different windows. And, I have
 used
  vertex buffer object to render the terrain. When I use to second
 display,
 
  float* cachedData =
 
 static_castfloat*(mExtension-glMapBuffer(GL_ARRAY_BUFFER_ARB,GL_READ_WRITE_ARB));
 
  function always returns NULL and I can't map GPU buffer. But it works
 for
  one window.
 
   Anyone idea about this problem.
 
  Thanks a lot.
 
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[osg-users] shadow mapping on multiple viewport

2008-03-20 Thread selman duatepe
Hi everyone,

I have integrated osg shadow mapping algorithm in my multiple window
application with same scene but different FOV.

Because of different FOV, one window renders exact shadow, the other is not.


Any ideas  about this problem practical solution?

Thanks.
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[osg-users] Vertex Buffer Object (Multi Window)

2008-03-16 Thread selman duatepe
Hi everyone,

I have implemented Terrain library using Geometry Clipmap algorithm. In my
project, I have to display terrain two different windows. And, I have used
vertex buffer object to render the terrain. When I use to second display,

float* cachedData =
static_castfloat*(mExtension-glMapBuffer(GL_ARRAY_BUFFER_ARB,GL_READ_WRITE_ARB));

function always returns NULL and I can't map GPU buffer. But it works for
one window.

Anyone idea about this problem.

Thanks a lot.
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