Re: [osg-users] osgconv won't downsize my textures and save power of 2 size?

2011-09-26 Thread Robert Osfield
Hi Christian, On Fri, Sep 23, 2011 at 11:00 PM, Christian Buchner christian.buch...@gmail.com wrote: This resizes the images to power of 2, up to OSG_MAX_TEXTURE_SIZE on each 2D dimension. Because it only works in conjunction with the --compressed switch, it is not a generic solution and it

Re: [osg-users] tiled terrain and batch vertexs ?

2011-09-26 Thread Robert Osfield
Hi John, Modern hardware generally is best driven with a modest number of quite large batches of geometry, rather than a large number of small batches of geometry. Exactly where the balance will lie with your database will depend upon your hardware and drivers, and also how efficiently you are

Re: [osg-users] osgconv won't downsize my textures and save power of 2 size?

2011-09-26 Thread Christian Buchner
Might I suggest that a more general approach to this be implemented in osgconv? osgconv is a convenience tool that covers a few of the types of pre processing that you might want to apply to database.  It's not meant to be an all encompassing tool for all types of pre processing on all

[osg-users] Switch node, and multiple views

2011-09-26 Thread Lars Karlsson
Hi all, I have a scene graph containing a switch node (osg::Switch) having 4 children. What would be the best way to render this scene graph in 4 different views/viewports, with each child (attached under the osg::Switch) rendered in its own view? Thanks!

Re: [osg-users] osgconv won't downsize my textures and save power of 2 size?

2011-09-26 Thread Robert Osfield
Hi Christian, On Mon, Sep 26, 2011 at 9:10 AM, Christian Buchner christian.buch...@gmail.com wrote: I was just puzzled because the documentation to osgconv states (if the compressed switch is used) that the image data gets converted to a texture, then read back and saved. This would usually

Re: [osg-users] Switch node, and multiple views

2011-09-26 Thread Robert Osfield
H Lars, On Mon, Sep 26, 2011 at 9:16 AM, Lars Karlsson klars3...@yahoo.com wrote: Hi all, I have a scene graph containing a switch node (osg::Switch) having 4 children. What would be the best way to render this scene graph in 4 different views/viewports, with each child (attached under the

Re: [osg-users] osgconv won't downsize my textures and save power of 2 size?

2011-09-26 Thread Christian Buchner
OpenGL is used to do the compression.  If the textures are resized and compressed they won't have the original image size.  Perhaps you are seeing a bug, perhaps you are mis-interpreting things.  From your posts I can't work out exactly what is happening. The issue seems to be that the

Re: [osg-users] osgconv won't downsize my textures and save power of 2 size?

2011-09-26 Thread Robert Osfield
Hi Christian, On Mon, Sep 26, 2011 at 9:47 AM, Christian Buchner christian.buch...@gmail.com wrote: OpenGL is used to do the compression.  If the textures are resized and compressed they won't have the original image size.  Perhaps you are seeing a bug, perhaps you are mis-interpreting things.

Re: [osg-users] osgconv won't downsize my textures and save power of 2 size?

2011-09-26 Thread Christian Buchner
Repro step: Download and unzip this model (in fact any model with non power of 2 textures will do) http://sketchup.google.com/3dwarehouse/download?mid=59cc35a574aca8e4a516a23b781f0facrtyp=zsfn=Hofgarten_Dianatempelctyp=otherprevstart=0ts=1220656167000 using OSG 3.0.1 (on Windows, in the model's

Re: [osg-users] Switch node, and multiple views

2011-09-26 Thread Lars Karlsson
Hi Robert, Hi all, I have a scene graph containing a switch node (osg::Switch) having 4 children. What would be the best way to render this scene graph in 4 different views/viewports, with each child (attached under the osg::Switch) rendered in its own view? Thanks! Is it just one

Re: [osg-users] Switch node, and multiple views

2011-09-26 Thread Ulrich Hertlein
Hi Lars, On 26/09/11 11:30 , Lars Karlsson wrote: Yes, I'd like to render one single scenegraph, however four times DIFFERENTLY (i.e. in four different views), and of course simultaneously. ... I looked quickly into TraversalMask... Is my hunch correct when I say that: - I make all four

[osg-users] TextureArray

2011-09-26 Thread Paul Palumbo
Where can I find an example on how to use a TextureArray with OSG? I'm trying to setup a uniform to send this TextureArray to my fragment shader and I'm confused on how to do this. Usually, you'd send a texture to the shader by setting the texture uniform to the texture number so I thought I

Re: [osg-users] Changing DrawBuffer for FBO

2011-09-26 Thread Emmanuel Roche
Hmmm... okay.. some additional info on this topic: - I tried with a new StateAttribute osg::DrawBuffer, but this doen'st work :-( the situation is: I have the top pre_render camera, I attach both texture2dArrays on slot 1 and slot 2 (slot 0 is already used by a needed sampler, also, those too

Re: [osg-users] TextureArray

2011-09-26 Thread David Callu
Hi Paul, I can't find example that use TextureArray in osg example. but I can answer to your question. 2011/9/26 Paul Palumbo paul1...@yahoo.com Where can I find an example on how to use a TextureArray with OSG? I'm trying to setup a uniform to send this TextureArray to my fragment shader

Re: [osg-users] TextureArray

2011-09-26 Thread Paul Palumbo
Thanks for the response. Then, how do you associate the TextureArray with a texture unit number (which is then used in the setTextureAttribute() call)? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43017#43017

Re: [osg-users] TextureArray

2011-09-26 Thread Paul Palumbo
Let me phrase my question better... How do I associate a Texture2DArray defined in my stateset with a particular Uniform so that it can be accessible in the shader? For regular textures, this would be done using the Texture Unit number. Also, is it valid to have a Texture2DArray defined as

[osg-users] CompositeViewer and ScreenCapture Handler

2011-09-26 Thread Stephan Irgenfried
Hi, i have a composite viewer that holds two views. Currently, it always captures the frame of the view which is added first to the composite viewer. If i change the sequence of adding the views to the composite viewer, i get a frame of the second view. captureNextFrame wants me to pass in the

Re: [osg-users] Draw a line from world to screen

2011-09-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
This topic has been covered before in various forms. Please see the following discussions for enlightenment... http://forum.openscenegraph.org/viewtopic.php?t=4991highlight= http://forum.openscenegraph.org/viewtopic.php?t=103highlight=

Re: [osg-users] TextureArray

2011-09-26 Thread David Callu
2011/9/26 Paul Palumbo paul1...@yahoo.com Let me phrase my question better... How do I associate a Texture2DArray defined in my stateset with a particular Uniform so that it can be accessible in the shader? For regular textures, this would be done using the Texture Unit number. this is the

[osg-users] qtOsg EventHandler issue

2011-09-26 Thread Andre Simoes
Hi Robert. I'm working with a qtOsg application that uses internal windows. Each window represents a viewer thats is being managed by a composite viewer. 1 - The program starts with no scenario windows 2 - I can add or remove Windows with a new/open file operation. 3 - for the first window to

Re: [osg-users] Switch node, and multiple views

2011-09-26 Thread Lars Karlsson
Hi all, after going deeper into this matter, I realized I can't use TraversalMasks, because I have just 32 bits at disposal... I namely have an arbitrary number N of osg::Switch nodes in my scenegraph, not just four (I simplified the question, so as to make it easier to understand to people).

Re: [osg-users] Switch node, and multiple views

2011-09-26 Thread Farshid Lashkari
Hi Lars, On Mon, Sep 26, 2011 at 11:58 AM, Lars Karlsson klars3...@yahoo.com wrote: Any ideas or pointers as of how to architect this in OSG? Thank you. I've accomplished the same thing you are trying to do by using cull callbacks on each node. It gives you much more flexibility than node

Re: [osg-users] Switch node, and multiple views

2011-09-26 Thread Lars Karlsson
Hi Farshid, Interesting, thank you for the pointer. Lars Hi Lars, On Mon, Sep 26, 2011 at 11:58 AM, Lars Karlsson klars3...@yahoo.com wrote: Any ideas or pointers as of how to architect this in OSG? Thank you. I've accomplished the same thing you are trying to do by

Re: [osg-users] qtOsg EventHandler issue

2011-09-26 Thread Robert Osfield
Hi Andre, I'm not a Qt guru, and am not the author of osgQt so can't provide guidance to the ins and out of Qt. Hopefully those more knowledgeable of Qt will be able to chip in. Robert. On Mon, Sep 26, 2011 at 7:29 PM, Andre Simoes andrersim...@gmail.com wrote: Hi Robert. I'm working with a

[osg-users] Clipping planes for slave camera

2011-09-26 Thread He, Yefei
Hi, Robert, Is it possible for a slave camera to have different near and far clipping planes from the master camera? Are there examples for it? I figure it will be more complicated than changing the angle of view or adding a shear to the view frustum. Thanks, Yefei

Re: [osg-users] qtOsg EventHandler issue

2011-09-26 Thread Chris Jaquet
Hi, Just thought I would mention that I am having similar issues (where the first osg window is responsive instantaneously and successively created windows can take anywhere from a few seconds to a few minutes to become responsive). My setup seems to be different though -- in my case I have a

[osg-users] Double-click events in AdapterWidget / OSGQtWidget

2011-09-26 Thread Lars Karlsson
Hi, I managed to modify AdapterWidget : public QGLWidget so that it recognizes double-click events as well, by adding the associated protected method virtual void mouseDoubleClickEvent( QMouseEvent* event ). However, whenever I double click within the OSGQtWidget (which inherits public

[osg-users] Double-click events in AdapterWidget / OSGQtWidget

2011-09-26 Thread Lars Karlsson
Hi, I managed to modify AdapterWidget : public QGLWidget so that it recognizes double-click events as well, by adding the associated protected method virtual void mouseDoubleClickEvent( QMouseEvent* event ). However, whenever I double click within the OSGQtWidget (which inherits public

[osg-users] unexpected behavior

2011-09-26 Thread Keith Parkins
Hi all, I am having the weirdest problem. I have generated a scene graph with a pre-render camera that does the skydome and then this: osg::ref_ptrosg::Group root = new osg::Group; root-setName(root); setSceneData(root.get()); osg::ref_ptrmear::SkyDome sky = new