Re: [osg-users] [osgOcean] Above Water Fog artifacts.

2011-10-17 Thread Bawenang Rukmoko
kcbale wrote: Hi Bawenang, At a quick glance, I can see the problem mix problem. Thanks for reporting it. With regard to the sky dome, you'll have to add the fogging code into the skydome shader, it can be found in the resources. The skydome was only really there for the example

[osg-users] osgAnimation hardware mode clone weird meshes

2011-10-17 Thread Martin Scheffler
Hi all, this is not really a bug I guess but I want to spare other people from having to find this: I tried creating loads of animation instances of the same type. This worked OK as long as I created all instances at once, but when I created additional instances during the simulation then

Re: [osg-users] [osgCompute] Use an osgCuda::Texture2D in a shader

2011-10-17 Thread J.P. Delport
Hi Aurelien, I'm not sure how to get you manual method working. It might have to do with multiple contexts? How are you running the shader? In pre-render pass? If so, you'll have to make sure the cuda code also executes in the pre-render stage. All I can add is that I'm mixing GLSL passes

Re: [osg-users] [osgCompute] Use an osgCuda::Texture2D in a shader

2011-10-17 Thread Aurelien Albert
Hi, The Shader is executed as a normal osg shader program : by setting it on the node stateset. The Cuda code is executed before any rendering (before the pViewer-frame() call) By diggging in the osgCuda code source, it seems like cudaGraphicsMapResources and cudaGraphicsGLRegisterImage

Re: [osg-users] [osgCompute] Use an osgCuda::Texture2D in a shader

2011-10-17 Thread J.P. Delport
Hi, On 17/10/2011 15:26, Aurelien Albert wrote: Hi, The Shader is executed as a normal osg shader program : by setting it on the node stateset. The Cuda code is executed before any rendering (before the pViewer-frame() call) By diggging in the osgCuda code source, it seems like

[osg-users] How to hide (make invisible) some HUD overlays in some views?

2011-10-17 Thread Atilla Selem
Hi, i have an Osg application to construct my scene i'm using CompositeViewer. i have a main view and whenever user wishes there are some small views (viewports) on top right side of my main window. There is no multiple windows, just main scene view and other small views rendered on main view.

Re: [osg-users] [osgCompute] Use an osgCuda::Texture2D in a shader

2011-10-17 Thread Aurelien Albert
To be more specific, I just need one function : copyCudaBufferToOsgTexture I thought osgCuda provide it, and I hope this is the first step for me before a complete migration from hand-made Cuda to osgCuda code. -- Read this topic online here:

Re: [osg-users] [osgCompute] Use an osgCuda::Texture2D in a shader

2011-10-17 Thread J.P. Delport
Hi, I think search in the osgCuda code for Memcpy2D. I think the cuda shadow buffer that osgCuda makes is copied to the texture in the unmap(). There is possibly some other things like updating the texture dirty count as well so that OSG knows the texture has been changed. I'm sorry I can't

Re: [osg-users] How to hide (make invisible) some HUD overlays in some views?

2011-10-17 Thread Robert Osfield
Hi Atilla, I'm not entirely clear on how you are managing things, but it sounds like you might be able to use fine grained control over the render order of the various Camera's on the GraphicWindow to make sure that the views that you don't want overlayed are drawn last. See

Re: [osg-users] About how to update the camera

2011-10-17 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Are you using a default manipulator or are you setting your camera position explicitly? -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ramy panda Sent: Saturday, October 15, 2011 7:22 AM To:

Re: [osg-users] How to hide (make invisible) some HUD overlays in some views?

2011-10-17 Thread Atilla Selem
Hi robert, Views and HUD camera creation orders are as follows: 1- create main view. ( No overlays. just terrain and objects on terrain ) Code: osgViewer::View* MyOsgQtGlCompositeViewer::createCompositeView( Group* pScene, bool bMainView /*= true*/, osg::Node* pNode /*= NULL*/ ) {

Re: [osg-users] How to hide (make invisible) some HUD overlays in some views?

2011-10-17 Thread Chris 'Xenon' Hanson
On 10/17/2011 7:37 AM, Atilla Selem wrote: i have an Osg application to construct my scene i'm using CompositeViewer. i have a main view and whenever user wishes there are some small views (viewports) on top right side of my main window. There is no multiple windows, just main scene view

[osg-users] osgBullet v2.0 RC updated

2011-10-17 Thread Paul Martz
Hi all -- I've tagged and posted a new RC. To try it out, please grab "osgBullet_02_00_00-rc3.zip" from the featured downloads list at this URL: http://osgbullet.googlecode.com Pretty close to a release at this point; appears to be building and running on a