[osg-users] ModelView and projection matrices in cull callback different from camera's view and projection matrices

2010-12-02 Thread Fred Smith
Hi, In a drawable cull callback, I have found that State::getModelViewMatrix() and State::getProjectionMatrix() are different from the matrices returned by Camera::getViewMatrix() and Camera::getProjectionMatrix(). I actually can't perform world to screen space coordinate conversion using

Re: [osg-users] ModelView and projection matrices in cull callback different from camera's view and projection matrices

2010-12-02 Thread Frederic Bouvier
Hi Fred, - Fred Smith a écrit : Hi, In a drawable cull callback, I have found that State::getModelViewMatrix() and State::getProjectionMatrix() are different from the matrices returned by Camera::getViewMatrix() and Camera::getProjectionMatrix(). I actually can't perform world to

Re: [osg-users] ModelView and projection matrices in cull callback different from camera's view and projection matrices

2010-12-02 Thread Tim Moore
On Thu, Dec 2, 2010 at 9:18 AM, Fred Smith osgfo...@tevs.eu wrote: Hi, In a drawable cull callback, I have found that State::getModelViewMatrix() and State::getProjectionMatrix() are different from the matrices returned by Camera::getViewMatrix() and Camera::getProjectionMatrix(). Very

Re: [osg-users] ModelView and projection matrices in cull callback different from camera's view and projection matrices

2010-12-02 Thread Torben Dannhauer
Hi, *harrumph* emmm, what is the difference? :) Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34391#34391 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] second-order equation

2010-12-02 Thread Robert Osfield
Hi Kurt, On Thu, Dec 2, 2010 at 6:09 AM, Cracj Kurt couple...@mail.ru wrote: Surface , for example z= sin(x)sin(y). I see only one solution. Calculate the value of a formula written into the matrix and show the shape. But  may exist complete class or method... There are many solutions, but

Re: [osg-users] ModelView and projection matrices in cull callback different from camera's view and projection matrices

2010-12-02 Thread Robert Osfield
Hi Fred, On Thu, Dec 2, 2010 at 8:18 AM, Fred Smith osgfo...@tevs.eu wrote: In a drawable cull callback, I have found that State::getModelViewMatrix() and State::getProjectionMatrix() are different from the matrices returned by Camera::getViewMatrix() and Camera::getProjectionMatrix(). I

Re: [osg-users] Hidden Viewer

2010-12-02 Thread Oliver Neumann
Hello Jean-Sébastien, Thanks for your reply, Skylark wrote: Hello Oliver, Hmmm, seems you are tripping over something else on your hardware... I just remembered you had mentioned in another post that setting the threading model to SingleThreaded didn't work for you either, but in my

Re: [osg-users] ModelView and projection matrices in cull callback different from camera's view and projection matrices

2010-12-02 Thread Fred Smith
Tim Moore wrote: On Thu, Dec 2, 2010 at 9:18 AM, Fred Smith () wrote: Hi, In a drawable cull callback, I have found that State::getModelViewMatrix() and State::getProjectionMatrix() are different from the matrices returned by Camera::getViewMatrix() and

Re: [osg-users] ModelView and projection matrices in cull callback different from camera's view and projection matrices

2010-12-02 Thread Robert Osfield
Hi Frad, On Thu, Dec 2, 2010 at 9:18 AM, Fred Smith osgfo...@tevs.eu wrote: Anyway, I understand from your messages that one simple way to do it is the following: - cast NodeVisitor to CullVisitor (this was the bit I wasn't looking at. I am now assuming this is OK to do this, eg. this will

Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Ulrich Hertlein
On 2/12/10 15:13 , Mike Wozniewski wrote: On 2/12/10 12:49 , Mike Wozniewski wrote: $ du -hs *.a 328KlibOpenThreads.a 240Mlibosg.a 51MlibosgAnimation.a 116MlibosgDB.a 34MlibosgFX.a 75MlibosgGA.a 67MlibosgManipulator.a 75MlibosgParticle.a 25M

Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Stephan Huber
Hi, Am 02.12.10 03:54, schrieb Chris 'Xenon' Hanson: I don't know if you can static link on iOS, or how you would go about doing it. For now static linking is the only way on IOS. So the lib sizes do not matter, as only needed code get linked into the app. And: most of the time I am only

Re: [osg-users] Hidden Viewer

2010-12-02 Thread Robert Osfield
Hi All, I have now checked in the removal of the makeCurrentImplememtation() from the PixelBufferWin32.cpp's realizeImplementation() method, rather the go for the earlier suggestion of adding a releaseContext(). I asked J-S to test this out the removal of the makeCurrentImplementation(), using

[osg-users] testing osgtexture1d..

2010-12-02 Thread Martin Naylor
Hi, I am not 100% sure what this example does and how it should perform! I am noticing a lot of flickering of the 1d texture applied? Will send some screen shots if no else can reproduce? Regards Martin Naylor. ___ osg-users mailing list

Re: [osg-users] testing osgtexture1d..

2010-12-02 Thread Ulrich Hertlein
On 2/12/10 21:03 , Martin Naylor wrote: I am not 100% sure what this example does and how it should perform! I am noticing a lot of flickering of the 1d texture applied? Will send some screen shots if no else can reproduce? The example is cycling between OBJECT_LINEAR and EYE_LINEAR texgen

Re: [osg-users] testing osgtexture1d..

2010-12-02 Thread Martin Naylor
Hi Ulrich, Cheers that makes sense... Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich Hertlein Sent: 02 December 2010 10:17 To: OpenSceneGraph Users Subject: Re: [osg-users]

[osg-users] SEPERATE_WINDOW is that correct?

2010-12-02 Thread Martin Großer
Hello, a little question or hint about the expression SEPERATE_WINDOW in the osg::Camera. It is not so important, but I guess SEPARATE_WINDOW would be correct. I have noticed that and I thought I post it here. Cheers Martin -- GRATIS! Movie-FLAT mit über 300 Videos. Jetzt freischalten

Re: [osg-users] SEPERATE_WINDOW is that correct?

2010-12-02 Thread Robert Osfield
Hi Martin, 2010/12/2 Martin Großer grosser.mar...@gmx.de: a little question or hint about the expression SEPERATE_WINDOW in the osg::Camera. It is not so important, but I guess SEPARATE_WINDOW would be correct. I have noticed that and I thought I post it here. I can't work out what your

Re: [osg-users] SEPERATE_WINDOW is that correct?

2010-12-02 Thread Martin Großer
Hello Robert, no no I don't have a question. SEPARATE_WINDOW is misspelt in osg::Camera. I had use that and the compiler said something like SEPARATE_WINDOW is not found because in osg it is misspelt -- SEPERATE_WINDOW. Maybe it is not so important, but I want to let you know that. That's all.

Re: [osg-users] osgscreencapture sample doesn't work

2010-12-02 Thread Igor Galochkin
Thanks a lot, guys! Yesterday i though i'd go mad, it was like hitting the head against a wall.. But yes, i checked out the current subversion tomorrow morning and managed to write an image successfully under Windows with osgscreencapture. Now it should be (hopefully) trivial to use it in my

Re: [osg-users] How to render the OSG scene to an image file?

2010-12-02 Thread Igor Galochkin
OK, the problem was with the bug in the Windows implementation of the PixelBuffer implementation. Checked out the latest version from SVN trunk (development one) and got osgscreencapture working under Windows. Will use it now in my project. -- Read this topic online here:

[osg-users] Trackball Manipulator and RTT

2010-12-02 Thread Thomas Klemmer
Hi, I'm rendering a scene to texture and display it later on on an orthoquad with an orthocam.., now I want to manipulate the rtt cam (obviously not the orthocam) with a trackball manipulator. Could anybody point me to a tutorial or give me some addvise on where to start here!? Thank you!

[osg-users] crash in destructor of RegisterReaderWriterProxy

2010-12-02 Thread Werner Modenbach
Hi all, I'm using osg 2.8.3 and I experience a program crash when closing the program. It happens after I used 3ds export function which dynamically loads the corresponding library. The crash is in the destructor of RegisterReaderWriterProxy when calling

Re: [osg-users] Application crash

2010-12-02 Thread Werner Modenbach
Hi Tim and Robert, I just want to give you a feedback. I AM VERY, VERY LUCKY You took me on the right path. Thanks for your great support. - Werner - Am Mittwoch, 24. November 2010, 17:13:09 schrieb Robert Osfield: Hi Werner, On Wed, Nov 24, 2010 at 3:02 PM, Werner Modenbach

Re: [osg-users] Trackball Manipulator and RTT

2010-12-02 Thread Robert Osfield
HI Thomas, The osgdistortion example sets up a render to texture slave camera that renders the scene along with inheriting the view matrix from the master Camera or the view, it uses a relative reference frame to achieve this. A second slave camera is used to a that has an absolure reference

Re: [osg-users] Window content stretching when resized after updating from 2.6.1 to 2.8.3

2010-12-02 Thread Robert Osfield
Hi Jasper, There is chance that the issue comes from a fix to a bug rather than introduction of a bug, with your original code working around the bug. Removing the workaround could well just fix things. The reason why I suggest that is that I recall merging fixes to the way the projection

Re: [osg-users] Application crash

2010-12-02 Thread Torben Dannhauer
Hi Werner, additionally to the solutions to your rendering purpose, you can pimp up 32bit windows to support 3GB Adressspace per process ( in reality it is alittle bit less) via the /3GB switch in the boot.ini: http://msdn.microsoft.com/en-us/library/bb613473%28VS.85%29.aspx Cheers, Torben

Re: [osg-users] [osgPPU] MRT with trunk version

2010-12-02 Thread Vincent Honnet
Hi, ok, I found the trick. I must set the output depth to the number of output textures: setOutputDepth(3); Vince ... Thank you! Cheers, Vincent -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34417#34417

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-02 Thread Robert Osfield
Hi Thomas, On Wed, Dec 1, 2010 at 11:10 PM, Thomas Hogarth thomas.hoga...@gmail.com wrote: I did want to raise one issue with the Texture objects being released from my NPOT subloadcallback, this is also effecting osgArt so I know others will be looking for a fix. If you check out this post

Re: [osg-users] Window content stretching when resized after updating from 2.6.1 to 2.8.3

2010-12-02 Thread Jesper D. Thomsen
Hi Robert, thank you very much for your answer. It led me to implement at rather hacky (in my mind at least solution). Instead of : double r = (double)m_OSGView.aspect_ratio*t; I now use: double r = (double)m_OSGView.aspect_ratio*(double)m_OSGView.aspect_ratio*t / mOSG-getOriginalAspect();

[osg-users] Length unit

2010-12-02 Thread Axel Spirtaat
Hi, i've an issue with my application. How kind of unit is used by osg for length? Can i configure it? Moreover, between lighting techniques supported by osg, is there also a global one? Thank you! Cheers, Axel -- Read this topic online here:

Re: [osg-users] Length unit

2010-12-02 Thread Torben Dannhauer
Hi Axel, As far as I know is OSG as well as OpenGL unit less. You can render your model in cm as well as in km. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34427#34427 ___

Re: [osg-users] Window content stretching when resized after updating from 2.6.1 to 2.8.3

2010-12-02 Thread Robert Osfield
Hi Jasper, I don't understand the details of what you are attempting to do, but the OSG directly supports resizing the projection matrix to keep the aspect ratio of the scene the same even when you resize the window. There are also controls in osg::Camera for controlling this. You shouldn't need

Re: [osg-users] Length unit

2010-12-02 Thread Axel Spirtaat
Hi Torben, thanks for your answer. I imagined it, but when i loaded the cow model in my scene, the model was bigger than my room (that is, 8x5x3), so I've had this doubt :-) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34429#34429

Re: [osg-users] Length unit

2010-12-02 Thread Frederic Bouvier
Hi Axel, - Axel Spirtaat a écrit : Hi Torben, thanks for your answer. I imagined it, but when i loaded the cow model in my scene, the model was bigger than my room (that is, 8x5x3), so I've had this doubt :-) So the right question is : In what unit is the cow ? and the room ? -Fred

Re: [osg-users] Window content stretching when resized after updating from 2.6.1 to 2.8.3

2010-12-02 Thread Jesper D. Thomsen
Hi again, you are naturally quite right. I did a search for osg camera aspect ratio, and it turned out that there was a change in 2.8.0 regarding ABSOLUTE_RF for slave cameras. Setting this for my slave camera which is displaying the view fixed the problem completely (as far as I can tell). It

Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Mike Wozniewski
On 10-12-02 4:53 AM, Ulrich Hertlein wrote: On 2/12/10 15:13 , Mike Wozniewski wrote: On 2/12/10 12:49 , Mike Wozniewski wrote: $ du -hs *.a 328KlibOpenThreads.a 240Mlibosg.a 51MlibosgAnimation.a 116MlibosgDB.a 34MlibosgFX.a 75MlibosgGA.a 67M

Re: [osg-users] Length unit

2010-12-02 Thread Torben Dannhauer
Hi Axel, for each Model/Obejct in the scene you have to use the same unit, otherwise the models/obejts won't fit together as expected. If this is not the case, you could use a transform node (scene-transform-cow) and use its scale function to scale the object fitting in your screen. Cheers,

Re: [osg-users] Hidden Viewer

2010-12-02 Thread Jean-Sébastien Guay
Hello Oliver, but I think the difference between our two systems is the osg version. I will try to get the current osg trunk to work. In the mean time, could you test out your altered pbuffertest.cpp with the offical 2.8.3 libs (VS2005) to verify if this is the problem? You can find them

Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Garrett Potts
Hello Mike: I have not tried to build the iphone OS port but it appears in your cut and paste you have the Active configuration as Debug as seen with the link path .Debug-iphoneos/osg.build/osg-generated-files.hmap. What are the Active configuration targets available and if a Release

Re: [osg-users] Hidden Viewer

2010-12-02 Thread Oliver Neumann
Hi, I have successfully build the current svn trunk version: -Just before Robert checked in the Bugfix: As before with 2.8.3 I get Code: PixelBufferWin32::makeCurrentImplementation, wglMakeCurrent error: Die angeforde rte Ressource wird bereits verwendet. Frame : 0 Test completed!!! Now I

Re: [osg-users] Hidden Viewer

2010-12-02 Thread Jean-Sébastien Guay
Hello Oliver, With the pbuffer active, my WindowCaptureCallback is not called anymore. I used osgscreencapture to create an image grabber derived from WindowCaptureCallback but it looks like I have to use another approach with pbuffer (as done in the example code). I was curious if I could

Re: [osg-users] debugging slow path

2010-12-02 Thread Keith Parkins
Once again, thanks to everyone who has offered help. I ended up setting breakpoints on the five glBegin calls in Geometry.cpp, yet my code doesn't seem to hit any of them. This is running on WindowsXP/NVidia gtx260 (drivers 6.14.12.5721) if that makes a difference. I know when I run stuff on

Re: [osg-users] OSG and QT

2010-12-02 Thread Cracj Kurt
http://www.easy-share.com/1913167873/qtgui_170.zip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34439#34439 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] debugging slow path

2010-12-02 Thread Robert Osfield
Hi Keith, I don't know if this is relevant, but for all performance testing you should use an optimized build, debug builds, especially using VS totally destroy performance. Robert. On Thu, Dec 2, 2010 at 4:30 PM, Keith Parkins kpark...@cs.rochester.edu wrote: Once again, thanks to everyone

Re: [osg-users] debugging slow path

2010-12-02 Thread Jean-Sébastien Guay
Hi Robert, I don't know if this is relevant, but for all performance testing you should use an optimized build, debug builds, especially using VS totally destroy performance. He could still be using an optimized build and setting breakpoints, as debug information settings are separate from

Re: [osg-users] Hidden Viewer

2010-12-02 Thread Oliver Neumann
Hi J-S, Great! You solved my problems before they appeared ;), I will try to get it to work in 2.8.3. Thank you! Cheers, Oliver -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34442#34442 ___

Re: [osg-users] Hidden Viewer

2010-12-02 Thread Jean-Sébastien Guay
Hi Oliver, Great! You solved my problems before they appeared ;), I will try to get it to work in 2.8.3. Thank you! Hah, I'm just happy because it proves that what I wanted to do is not so weird as it appeared to be when I did it :-) Glad I could help, J-S --

Re: [osg-users] debugging slow path

2010-12-02 Thread Keith Parkins
Hi J-S and Robert, I was using a debug build. I'm trying out a release build, but I am swamped and trying to do a bunch of things. I'll get back sometime in the next day with my results. I'm hoping this is it because the one difference between osgviewer and my app is that I am using debug

Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Mike Wozniewski
On 10-12-02 10:43 AM, Garrett Potts wrote: Hello Mike: I have not tried to build the iphone OS port but it appears in your cut and paste you have the Active configuration as Debug as seen with the link path .Debug-iphoneos/osg.build/osg-generated-files.hmap. Hi Garrett, Yeah, sorry;

Re: [osg-users] debugging slow path

2010-12-02 Thread Tim Moore
On Thu, Dec 2, 2010 at 5:30 PM, Keith Parkins kpark...@cs.rochester.eduwrote: Once again, thanks to everyone who has offered help. I ended up setting breakpoints on the five glBegin calls in Geometry.cpp, yet my code doesn't seem to hit any of them. Actually, I meant setting a breakpoint in

Re: [osg-users] debugging slow path

2010-12-02 Thread Jean-Sébastien Guay
Hi Keith, I was using a debug build. I'm trying out a release build, but I am swamped and trying to do a bunch of things. I'll get back sometime in the next day with my results. I'm hoping this is it because the one difference between osgviewer and my app is that I am using debug libs. Ah, so

[osg-users] [build] [Linux] Could not open shared object file: No such file or directory

2010-12-02 Thread Patrick Steffens
Hi, I have written a Plugin for Firefox. The Plugin realizes a osgViewer within a QApplication. Now when I start Firefox and open about#058;plugins, firefox fails loading the plugin with the message (translated in English): Code: Shared to initialize shared library . [libosgViewer.so.55:

Re: [osg-users] debugging slow path

2010-12-02 Thread Keith Parkins
J-S and Robert, You rule! That was it. Don't link to debug libraries on Windows -K On Thu, 2 Dec 2010, Jean-Sébastien Guay wrote: Hi Keith, I was using a debug build. I'm trying out a release build, but I am swamped and trying to do a bunch of things. I'll get back sometime in the next

Re: [osg-users] debugging slow path

2010-12-02 Thread Jean-Sébastien Guay
Hello Keith, That was it. Don't link to debug libraries on Windows -K Well, not when testing performance, of course. When you want to do actual debugging, you kind of have to (apart from in some specific cases). Generalities like the above are most often wrong because so many

Re: [osg-users] Hidden Viewer [solved]

2010-12-02 Thread Oliver Neumann
Hi Jean-Sebastien, I included the changes in my 2.8.3 build and it is now working as I had originally intended. I removed the mentioned one line in osgViewer::PixelBufferWin32 and changed the code of my own ScreenCaptureHandler derivative just like you did (use context and not windows). So

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-02 Thread Robert Osfield
Hi All, Thanks for the testing so far. I've merged a few build and bug fixes through today so anymore testing you can do would be greatly appreciated. I'm heading offline now for the day, will catch with you all tomorrow morning and if things still look good will tag in 2.9.10. Cheers, Robert.

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-02 Thread Jean-Sébastien Guay
Hello Robert, Thanks for the testing so far. I've merged a few build and bug fixes through today so anymore testing you can do would be greatly appreciated. I'm heading offline now for the day, will catch with you all tomorrow morning and if things still look good will tag in 2.9.10. I'm in

Re: [osg-users] [build] [Linux] Could not open shared object file: No such file or directory

2010-12-02 Thread Magnus Kessler
On Wednesday 01 December 2010 15:23:04 Patrick Steffens wrote: Hi, I have written a Plugin for Firefox. The Plugin realizes a osgViewer within a QApplication. Now when I start Firefox and open about#058;plugins, firefox fails loading the plugin with the message (translated in English):

Re: [osg-users] rain/snow accumulation on the screen

2010-12-02 Thread Steven Powers
I'd use a pixel shader for the effects. Pass in the texture that represents the snow overlay and have the shader scale the alpha up and down as it accumulates. Rain would be handled the same way but you'd have to come up with a way to make the water droplets move around on the screen. That

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-02 Thread Jean-Sébastien Guay
Hi again Robert, I'm in the process of building our simulator with OSG SVN trunk. I don't expect any trouble. I'll let you know in the next few hours how it goes. Just finished building, and ran a few scenarios to test, and everything seems fine. I ran some pretty heavy scenarios and things

Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Mike Wozniewski
Okay... so the libraries need to have all of that (ie, all symbols), but when the .app is created and dead code stripping is enabled, any unneeded symbols are stripped away. This leaves me with an .app size of around 15-20MB. Thanks for everyone's help, Mike On 10-12-02 12:10 PM, Mike

Re: [osg-users] Need help about Night Vision Effect

2010-12-02 Thread Steven Powers
The easy/cheating way is to calculate the luminance of each pixel, amplify it, (color it green to fit the stereotype) then add electric noise. This is easiest to do on a fragment shader. Cheers, Steven -- Read this topic online here:

[osg-users] Old really nasty OpenThreads bug?

2010-12-02 Thread Anders Backman
Hi all. Im using OpenSceneGraph 2.8.3 under windows. Visual studio 2008. However, this problem has been around for at least 2 years, so it existed in previous versions too. I have finally after two years? isolated the bug I reported quite a while back:

[osg-users] Graphic Context + Texture Memory

2010-12-02 Thread Guy Volckaert
I have a newby question to ask... so please be gentil Let's say I have 2 cameras running in different draw threads. Each camera is also associated with a different graphic context. If I load a 2D texture then each context will have its own opengl texture object (created in the

[osg-users] osgExp: problems with user properties?

2010-12-02 Thread Luca Vezzadini
Hi, I'm using the latest osgExp version and I see a problem in user properties. Try the following: - create a sphere - add some user properties to it - export it with default settings: everything should be fine - export it tagging the Flatten Static Transform on: the properties don't show up. I

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-02 Thread Wang Rui
Hi Robert, Build and work well with mingw 5.1.6. Now I'm looking forward to the 2.9.10 release. Cheers, Wang Rui 2010/12/3 Robert Osfield robert.osfi...@gmail.com: Hi All, Thanks for the testing so far.  I've merged a few build and bug fixes through today so anymore testing you can do

[osg-users] Question about setting speed/acceleration with AnimationPath

2010-12-02 Thread Nguyen Tien Dat
Dear all, I need to move an object along a line with the speed of 1m/s. The object starts from stationary (0m/s). I use AnimationPath like this: osg::AnimationPath* animationPath = new osg::AnimationPath; animationPath-setLoopMode(osg::AnimationPath::NO_LOOPING);

[osg-users] OSG + QT and QTabWidget: Disappearing scene graph

2010-12-02 Thread Angus Lau
Hi, I am trying to build a Qt application with multiple independent OSG scene graphs, each of which in it's own tab in a QTabWidget. I am using the osgViewer::Viewer (not osgViewer::CompositeViewer) version of the adapter widget from the osgviewerQT example. Each tab has an instance of the

Re: [osg-users] rain/snow accumulation on the screen

2010-12-02 Thread Trajce (Nick) Nikolov
Thanks Steven .. good hint! -Nick On Thu, Dec 2, 2010 at 11:56 PM, Steven Powers stevenapow...@gmail.comwrote: I'd use a pixel shader for the effects. Pass in the texture that represents the snow overlay and have the shader scale the alpha up and down as it accumulates. Rain would be

Re: [osg-users] debugging slow path

2010-12-02 Thread Jason Daly
On 12/02/2010 01:39 PM, Jean-Sébastien Guay wrote: Generalities like the above are most often wrong because so many exceptions exist... It always depends on the situation. You're the developer, you make your decisions with hopefully as much information as required to make the right ones. One

Re: [osg-users] Graphic Context + Texture Memory

2010-12-02 Thread Jason Daly
On 12/02/2010 05:18 PM, Guy Volckaert wrote: I have a newby question to ask... so please be gentil Let's say I have 2 cameras running in different draw threads. Each camera is also associated with a different graphic context. If I load a 2D texture then each context will have its own

Re: [osg-users] debugging slow path

2010-12-02 Thread Jean-Sébastien Guay
Hi Jason, One of my favorite axioms: All generalizations are false. That's a good one, I'll have to remember it. :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/