Re: [osg-users] GL_STENCIL_TEST in draw implementation callback

2012-03-17 Thread Sergey Polischuk
afaik there are implementation dependent restrictions on viewport size, you may hitting those limits 16.03.2012, 19:14, Doug Domke doug.do...@boeing.com: UGH!  I just found that I was mistaken about the video growing properly without the stencil.  It actually doesn't.  Once its viewport

Re: [osg-users] GL_STENCIL_TEST in draw implementation callback

2012-03-16 Thread Doug Domke
Clearing the modelview and projection matrices helped a great deal. Thanks hybr! It now works as intended ... up to a point that is difficult to explain. I get the digital zoom effect until about 13x. At that point, the video suddenly starts translating instead of zooming. And instead of

Re: [osg-users] GL_STENCIL_TEST in draw implementation callback

2012-03-16 Thread Doug Domke
UGH! I just found that I was mistaken about the video growing properly without the stencil. It actually doesn't. Once its viewport exceeds a certain size, it no longer renders as expected. I think I've come as far as I can here. Thanks anyway. Doug -- Read this topic online

[osg-users] GL_STENCIL_TEST in draw implementation callback

2012-03-15 Thread Doug Domke
Hi, We have an OSG-based application that uses a 3rd party library to draw video. We want my application to perform a digital zoom on this video. Given the API to this library, we wrote an OSG node with a draw callback that calculates the viewport for the video to draw in, and lets the

Re: [osg-users] GL_STENCIL_TEST in draw implementation callback

2012-03-15 Thread Sergey Polischuk
Hi Are you sure your quad not being rejected by depth test? Also as it being drawn with fixed finction, modelview and projection matrices set by osg for opengl state are affecting your quad drawing. So easy\dirty way is to attach shader which calc vertex position without using

Re: [osg-users] GL_STENCIL_TEST in draw implementation callback

2012-03-15 Thread Farshid Lashkari
Hi Doug, How exactly is this library drawing the video? Is it feeding the video data into a texture, and applying that texture onto a simple quad? If so, it seems like the best approach would be to use the osg::TexMat class to transform the texture coordinates of the quad to simulate a zooming in