Hi Robert,
thanks for your quick answer. I think that a shader would be the best way at
the moment. Do you know any literature or examples for this problem. If you
have any ideas please let me know.
Thanks,
Roland
-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED] [mailto:[EMAIL
Hi,
Jean-Sébastien Guay wrote:
Hi Ulrich,
Warning:: Picked up error in TriangleIntersect
(-1.81147 0.476811 -0.118829, -1.78078 0.471588 -0.0661082, -1.79068
0.886959 -0.0813922)
(1.#QNAN, 1.#QNAN, 1.#QNAN)
Warning:: Picked up error in TriangleIntersect
(-1.79068 0.886959 -0.0813922, -1.78078
Jean-Sébastien Guay wrote:
I wanted to see what the graph for a file looked like, and I
remembered the osgdot tool that Paul Melis had made. I got it off
Mike's osgtoy SVN, and I quickly did a few modifications which I'd
like to recontribute. Mike, would you care to integrate my changes?
*
Schmidt, Richard wrote:
I have written an osgDot some time ago, maybe you can use it as a base for
yours. It's designed as a plugin, contains the cmake makefiles and uses the
visitor concept.
Curious, is this a similar tool you wrote yourself, or is this my
original tool completely
Hi
Paul
I created it based on your idea.
Richard
Schmidt, Richard wrote:
I have written an osgDot some time ago, maybe you can use it as a base for
yours. It's designed as a plugin, contains the cmake makefiles and uses the
visitor concept.
Curious, is this a similar tool you wrote
Hi Dimi,
The Optimizer class do in general work very well at their job, but
they do choose not to be overly aggressive in the optimizations and
requiring DataVariance to be STATIC is one of these protections. If
you data isn't STATIC then you need to look into why it isn't.
Also w.r.t State
Hi Jeremy,
On Mon, Oct 6, 2008 at 8:37 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
Okay, answered my own question. I reversed the index order (by reversing
my calls to addPrimitiveSet()) and it renders properly from the front.
But does it render properly from the back?
I'm an idiot. :)
Hi YangXio,
Could you have another bash at explaning what you are trying to
achieve and what problems you see as I couldn't work this out from
your original email. Screenshots would help a lot - a picture is
worth a thousand words :-)
Robert.
2008/10/7 YangXiao [EMAIL PROTECTED]:
Hi
When
Hi Fabian,
The osgvolume example has code that modifies uniforms via an event
handler, so go have a look at this code. The key you are probably
missing is passing of a pointer to the uniform to the event handler so
that the event handler can set the value directly.
Robert.
On Tue, Oct 7, 2008
On Tue, Oct 7, 2008 at 7:45 AM, Leitner, Roland [EMAIL PROTECTED] wrote:
Hi Robert,
thanks for your quick answer. I think that a shader would be the best way at
the moment. Do you know any literature or examples for this problem. If you
have any ideas please let me know.
You still haven't
This sounds like a problem with variable and memory initialisation etc.
When run within VS you operate in a clean sandbox where all the memory
is nicely managed and initialised by VS. In the debug versions, numeric
variables and pointers are initialized to 0 and NULL whilst in the
release
Hi Roger,
I would like to render a scene that has some nodes in it that should not
receive a shadow, and also some nodes that should neither cast nor
receive a shadow but still be rendered.
Not that I want to curb your enthusiasm to fix a percieved problem, but
there are ways to achieve
HI Y'all
(OSG 2.61)
My colleague has a problem he's trying to solve. In that once the cull
has gone through and done its stuff , we need to be able to post process
all the nodes that have passed the cull to be dispatched to the draw, we
cannot do this in the cull itself as we have to find
A couple years ago I created a custom cull visitor to do this.
I'd love to find an easier (more appropriate) way of post processing cull
results, but my brain hurts every time I dig that deep into osg's
internals.
Brian
[EMAIL PROTECTED] wrote: -
To: osg-users@lists.openscenegraph.org
Hi Roland,
On Tue, Oct 7, 2008 at 1:03 PM, Leitner, Roland [EMAIL PROTECTED] wrote:
Sorry ;) I need the results (distance map) back to the cpu.
If you need the results back on the CPU then you will most likely be
best to use a CPU based algorithm. You could render to depth buffer
and then read
Okay, I have to try it. Could you give me any code or literature to implement
this for (first) one ray?
Thanks, Roland
-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Robert Osfield
Gesendet: Dienstag, 7. Oktober 2008 14:30
An: OpenSceneGraph
Hi Robert,
I have simulated a ray (line segment) which has a given position and
orientation in the scene. Then I compute the distance between the start point
of the ray and the first object which is intersected by this ray. This distance
value is then a gain in a function.
Now I would
Hi,
This is probably only directed to Paul Martz and Robert Osfield, but
here it goes : I was wondering if you could add two more tags on the
subversion repository that would be tagging the latest stable and
development releases and evolving with them. For example :
Good day!
I built custom particle system like in tutorials on osg site
Now I'd like to control it using event handlers
For example when I press a key I'd like to emit particle
What's the best way to do it?
Thanx in advance
Bye
___
osg-users mailing
Hi Roland,
Thanks for the extra details, but alas still missing important bits -
answered parts from my first set of questions. The key is what do you
want to do with gain function, you do need this result for all the
rays back on the CPU, or can it be used in shader to compute a pixel
value
Hi Cedric,
I already notice this problem for my usage i fixed it (for the osg 2.6).
Check in the file as attachement for USE_RECEIVER_MASK
I recommand you to search in the mailing because we already talk about
that before, and it could give you more informations.
Was this submitted for
Hi Gordon,
I think the easiest way forward would be to subclass from
osgViewer::Renderer an provide you own implementation of cull/draw.
It might be that we could refactor the Renderer base class a little to
make this type of subclassing more straight forward so I'm open to
suggestions.
Robert.
On Tue, 2008-10-07 at 09:16 +0100, Robert Osfield wrote:
Hi Jeremy,
On Mon, Oct 6, 2008 at 8:37 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
Okay, answered my own question. I reversed the index order (by reversing
my calls to addPrimitiveSet()) and it renders properly from the front.
But
Jeremy Moles schrieb:
On Tue, 2008-10-07 at 09:16 +0100, Robert Osfield wrote:
Hi Jeremy,
On Mon, Oct 6, 2008 at 8:37 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
Okay, answered my own question. I reversed the index order (by reversing
my calls to addPrimitiveSet()) and it renders
Hi
This code is not submitted because it's just a work around, not a clean
way to do it, i make it when i tried shadow. I did not work again on
the new shadow implementation but when I will test it, it will be the
time to adapt this code for it if it's not yet included :)
If it can help
Chris,
Please read following page, until final conclusion:
http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
So if you have gone to the conclusion you should now understand why
computeNearFar is added to OSG. It simply allows to better utilize depth
buffer range. Compute NearFar
Hi Jeremy,
On Tue, Oct 7, 2008 at 3:00 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
But does it render properly from the back?
Well, no matter what I do I can't get it to render properly from both
sides using my current method.
I suspected this would be the case.
However, as long as I make
Hi Cedric,
This code is not submitted because it's just a work around, not a clean
way to do it, i make it when i tried shadow.
Well, doing two traversals is pretty much required if you don't want to
change the shader. This may have a large performance hit however. In my
experience, using
Hi,
I already notice this problem for my usage i fixed it (for the osg 2.6).
Check in the file as attachement for USE_RECEIVER_MASK
I recommand you to search in the mailing because we already talk about
that before, and it could give you more informations.
Cheers,
Cedric
Jean-Sébastien
Yes i dont say my implementation is good, it was just the easiest way i
found to do it. I am not very confortable with the uniform because it
could not work if you use a more complex shader, or you will have to
take care about the shader you use and reimport the uniform in your
shader to
Hi Robert,
Sorry ;) I need the results (distance map) back to the cpu.
Roland
-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Robert Osfield
Gesendet: Dienstag, 7. Oktober 2008 13:44
An: OpenSceneGraph Users
Betreff: Re: [osg-users]
Hi all,
I will try to reorder the index array from the area of quads in an
update callback. Then it should work but specific for this case.
Cedric
Robert Osfield wrote:
Hi Jeremy,
On Tue, Oct 7, 2008 at 3:00 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
But does it render properly from the
Hi Cedric,
I am not very confortable with the uniform because it
could not work if you use a more complex shader, or you will have to
take care about the shader you use and reimport the uniform in your
shader to manage this case, it's maybe not a problem but you are right
it's probably
forgot the attachment...
J.P. Delport wrote:
Hi,
J.P. Delport wrote:
Hi,
Jean-Sébastien Guay wrote:
Hi Ulrich,
Warning:: Picked up error in TriangleIntersect
(-1.81147 0.476811 -0.118829, -1.78078 0.471588 -0.0661082, -1.79068
0.886959 -0.0813922)
(1.#QNAN, 1.#QNAN, 1.#QNAN)
Warning::
On Tue, Oct 7, 2008 at 1:42 PM, Leitner, Roland [EMAIL PROTECTED] wrote:
Okay, I have to try it. Could you give me any code or literature to implement
this for (first) one ray?
osgUtil::IntersectionVisitor coupled with a
osgUtil::LineSegmentIntersector is your first point of call on the OSG
Hi Richard,
On Tue, Oct 7, 2008 at 3:04 PM, Schmidt, Richard
[EMAIL PROTECTED] wrote:
The DatabaseRequests store observer_ptrs to those nodes where they want
to insert the node they just loaded.
In the database pager code one will find it in
void
Shadow people,
I would like to render a scene that has some nodes in it that should
not receive a shadow, and also some nodes that should neither cast nor
receive a shadow but still be rendered. From looking at the code it
appeared to me that ReceivesShadowTraversalMask was the thing to
Hi Guys,
Nope, receivesShadowMask is generally ignored in ViewDependentShadows.
Exception in MinimaDrawBoundsShadowMap but there it is used only to
approximate shadow volume which is later additionaly refined.
Problem is that implementing receiveShadowMask without messing with
shaders/and
Hi Robert,
I'm not talking about a symbolique link. It's just a another copy,
just plain subversion copy :
svn copy -mtagging 2.7.2 http://.../trunk http://.../tags/osg-2.7.2
svn copy -mupdating developer release http://.../tags/osg-2.7.2
http://.../tags/osg-latest-dev-release
and then tagging
Hi,
J.P. Delport wrote:
Hi,
Jean-Sébastien Guay wrote:
Hi Ulrich,
Warning:: Picked up error in TriangleIntersect
(-1.81147 0.476811 -0.118829, -1.78078 0.471588 -0.0661082, -1.79068
0.886959 -0.0813922)
(1.#QNAN, 1.#QNAN, 1.#QNAN)
Warning:: Picked up error in TriangleIntersect
(-1.79068
Hi Wojtek,
Nope, receivesShadowMask is generally ignored in ViewDependentShadows.
Exception in MinimaDrawBoundsShadowMap but there it is used only to
approximate shadow volume which is later additionaly refined.
OK, thanks for the clarification.
Problem is that implementing
Leitner, Roland wrote:
Okay, I have to try it. Could you give me any code or literature to implement
this for (first) one ray?
Perhaps a raytracing example I posted somewhere mid-july (titled Little
ray-tracing example using the KD-tree) will give you some start.
It shows how you can use
Hi Mathieu,
I do understand what your are looking for, but I don't agree it's
clearer... having two tags for the same thing, and copying over the
top of the same tag repeatidly. I consider this misuse of the svn
repository.
Robert.
On Tue, Oct 7, 2008 at 4:18 PM, Mathieu MARACHE
[EMAIL
Robert Osfield wrote:
I do understand what your are looking for, but I don't agree it's
clearer... having two tags for the same thing, and copying over the
top of the same tag repeatidly. I consider this misuse of the svn
repository.
Same feeling here...
What you could do is create a new
Paul Melis wrote:
Robert Osfield wrote:
I do understand what your are looking for, but I don't agree it's
clearer... having two tags for the same thing, and copying over the
top of the same tag repeatidly. I consider this misuse of the svn
repository.
Same feeling here...
What you could
Hi Paul,
Now that I think about it, perhaps making self-referential svn:externals
isn't such a great idea, hmmm :)
You mean an svn:externals that points to some other directory in your
repository? No, that's fine. It's the way the SVN book advises to
replace the modules functionality. You
Hi Robert,
I am planning to make a 2.7.3 dev release tomorrow morning, there have
been plenty of changes checked in since 2.7.2 so there is potential
for build breaks so I'd appreciate testing across platforms of
svn/trunk.
If you have a clean build or a build failure please post your results
Hi All,
Once the the OSG-2.7.3 dev release is tagged, I follow up with a
VPB-0.9.8 dev release. So... I'd also appreciate testing of VPB
svn/trunk which requires OSG svn/trunk. Once both of these are out
we'll have a paired release for VPB/OSG once more.
Robert.
Hi Robert,
Once the the OSG-2.7.3 dev release is tagged, I follow up with a
VPB-0.9.8 dev release. So... I'd also appreciate testing of VPB
svn/trunk which requires OSG svn/trunk. Once both of these are out
we'll have a paired release for VPB/OSG once more.
Just call me Speedy Gonzales. :-)
Hi J S,
Comments at the bottom.
Jean-Sbastien Guay wrote:
Hi
Roger,
I would like to render a scene that has some
nodes in it that should not receive a shadow, and also some nodes that
should neither cast nor receive a shadow but still be rendered.
Not that I want to curb your
Hi,
osg build fine : vista 32bit VC++ 2005 (VC8) and cmake 2.6.
vpb build fine : same configuration.
But with vpbmaster I have a little problem :
If I use the option --run-path d:\tmp
vpbmaster write in the task files : --run-path C:\Users\Christophe
It seems to use the default path and not
Hi JS, Cedric, Wojtek
Jean-Sbastien Guay wrote:
Hi
Wojtek,
Nope, receivesShadowMask is generally ignored
in ViewDependentShadows. Exception in MinimaDrawBoundsShadowMap but
there it is used only to approximate shadow volume which is later
additionaly refined.
OK, thanks for
Hi All,
IMHO, the svn:external scheme is far more complex than copying tags
(svn copy is a very cheap operation in subversion). I won't argue on
which is best, they both achieve the same goal. But is this goal
(having a way to checkout the latest devel/stable release) of any use
to somebody else
Hi,
I work on project need shadow between avatar and model, and I add shadowmap as
the example code but it doesn't work. I read the shadow example and seems that
the glsl shader only has two texture unit, one for shadowbase and one for
shadowTexture. Do I need to assign my own texture unit
Mathieu MARACHE wrote:
IMHO, the svn:external scheme is far more complex than copying tags
(svn copy is a very cheap operation in subversion). I won't argue on
which is best, they both achieve the same goal. But is this goal
(having a way to checkout the latest devel/stable release) of any use
Hi Roger,
Thanks for the suggestions. They may well be my only option, but I am a
bit limited in what I can do as I am adding shadowing into an existing
application, which also limits me to the OSG 2.6 branch for production code.
I can relate, as I am also working on an existing framework
Hui,
hui wrote:
Hi,
I work on project need shadow between avatar and model, and I add shadowmap as the example code but it doesn't work. I read the shadow example and seems that the glsl shader only has two texture unit, one for shadowbase and one for shadowTexture. Do I need to assign
Builds fine with gcc version 4.3.2, Linux 2.6.26-1-amd64.
El Martes 07 Octubre 2008ES 18:00:17 Robert Osfield escribió:
Hi All,
I am planning to make a 2.7.3 dev release tomorrow morning, there have
been plenty of changes checked in since 2.7.2 so there is potential
for build breaks so I'd
I seem to be getting some lock up when switching threading models in
osgviewer (with the cow). However I also see these in 2.6.0 now that
I test it (haven't been using 2.6 yet).
What's more, switching of the threading model with 'm' does not always
seem to happen. Sometimes when I press 'm'
Hi Art, thanks for your attention. I've constructed an example for you by
minimally modifying Example viewer. Below is the modified view.cpp. It has an
additional createScene function that sets up a shadowed scene. Also note the
#define ENABLE_SHADOWS. Commenting that out will use the default
And I'm forgetting the important details:
- Gentoo Linux 2.6.25
- GCC 4.1.2
- NVidia Geforce 9600GT, driver 173.14.09
Paul
Paul Melis wrote:
I seem to be getting some lock up when switching threading models in
osgviewer (with the cow). However I also see these in 2.6.0 now
that I test it
Ok, I just recently got tasked with getting some information out of an
OpenFlight database for use in our current program, which is written
in Borland C++ Builder 2007 (BCB2007). I tried to open up a sample
application, and got errors with some of the math functions, which I
was able to resolve,
Hi Paul,
What's more, switching of the threading model with 'm' does not always
seem to happen. Sometimes when I press 'm' the threading model doesn't
change, only when I press 'm' again.
FYI, the ThreadingHandler checks that it doesn't receive multiple
change threading model events within
J-S, Roger,
I am writing for purely formal reasons. It would be rude to not anwser to
your posts. But J-S actually said all I wanted to say. So I have nothing
more to add. Thanks for discussion guys ;-)
Cheers,
Wojtek
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Hi Paul,
What type of data sets do you see lock ups on?
What is the rest of your hardware specs?
FYI, I haven't seen lock ups with toggling threading models, just
tried it again and no problems so we'll need to work hard to reproduce
elsewhere. My system is Quad core Intel, 4GB, Kubuntu 7.10,
Hi Geoff,
Borland C++ isn't a compiler that others use in the OSG community, or
at least not publicly so I'm afraid you are probably on your own with
the need, and the ability to fix problems. The OSG is written is
pretty clean C++ and compiles with a range of compilers so if Borland
C++ is up
Hi Michael et. al,
On Tue, Oct 7, 2008 at 6:58 PM, Michael Platings
[EMAIL PROTECTED] wrote:
My solution:
- Add a OSG_USE_UTF8_FILENAMES option to CMake
- let the user store all filenames in UTF-8 using
osg::ConvertUTF16toUTF8()
- where a file is loaded, if OSG_USE_UTF8_FILENAMES is true
Hi Michael,
hmm, your setup for the shadowed scene isn't correct. I have attached a changed
setup where I am able to see the teapot shadowed by some shadow technique and
also working perfectly with the osgPPU (latest svn release). Look at it. Call
with ./viewer Data/motionblur.ppu
Does it
Robert Osfield wrote:
What type of data sets do you see lock ups on?
Errr, the cow dataset :)
What is the rest of your hardware specs?
Intel Core2 Duo, 3 Gb, single monitor.
The gfx card has 512 Mb, but that will hardly have any influence here.
Just tested with vsync turned on and now
On Tue, Oct 7, 2008 at 9:14 PM, Paul Melis [EMAIL PROTECTED] wrote:
I seem to be getting some lock up when switching threading models in
osgviewer (with the cow). However I also see these in 2.6.0 now that I
test it (haven't been using 2.6 yet).
What's more, switching of the threading
Awesome, thanks for the correction. I see that my initial example forgot to
actually add the model to the shadowed scene :P But that wasn't the real
problem. The real problem was giving osgPPU the same node that i was using for
shadows. After seeing what you did in your correction I rearranged
Paul Melis wrote:
Robert Osfield wrote:
What type of data sets do you see lock ups on?
Errr, the cow dataset :)
What is the rest of your hardware specs?
Intel Core2 Duo, 3 Gb, single monitor.
The gfx card has 512 Mb, but that will hardly have any influence here.
Just tested with vsync
On Tue, Oct 7, 2008 at 10:58 PM, Paul Melis [EMAIL PROTECTED] wrote:
Well, going back to 169.12 does seem to make that problem go away
Interesting, since I have the problem with the 169.12 driver.
Maybe I should upgrade to make it go away ;)
--
Csaba
I'm porting my current particle system to OSG (version 2.6.x). I am
hoping to use osgParticle instead of wrapping my current OpenGL calls in
OSG drawables. It seems that osgParticle overall provides more
functionality than my current scheme.
However, I'm unsure of the best way to handle random
Hi,
Awesome, thanks for the correction. I see that my initial
example forgot to
actually add the model to the shadowed scene :P But that
wasn't the real
problem. The real problem was giving osgPPU the same node
that i was using for
shadows.
I do not realy understand what you mean here
Good day!
I'd like to use dual monitor configuration and use fullscreen mode rendering
on second monitor and rendering in window on fist monitor using osg
Could you please tell me how to make it?
Thanx in advance
Bye
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