Re: [osg-users] different materials for a geometry and highlight

2016-09-21 Thread Gianni Ambrosio
Hi Nick, the problem I have is that I change the content of primitive sets but the color does not change in the 3D view. Regards, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68681#68681

[osg-users] Lazy Disabling without VertexFuncsAvailable

2016-09-21 Thread Fabian Wiesel
Hi, I have converted my fixed function OSG program to a shader pipeline (using setVertexAttribArray and shaders instead of the setVertexPointer et al) and did run into some issues when disabling "UseVertexAttributeAliasing", and OSG is compiled with OPENGL_PROFILE=GLCORE (So

Re: [osg-users] different materials for a geometry and highlight

2016-09-21 Thread Trajce Nikolov NICK
Hi Gianni, I am having the same results as in the video and I thought that is what is expected - I thought your main problem was updating the selection area with colors. Let me see if I can spot something else in your code ... I am doing this in breaks :-) On Wed, Sep 21, 2016 at 8:48 AM, Gianni

Re: [osg-users] Attaching children to the prerender camera

2016-09-21 Thread Trajce Nikolov NICK
Hi Mary-Ann, hard to tell without seeing the code.. Can you isolate a sample code so I can run it at my end? On Wed, Sep 21, 2016 at 3:51 PM, Mary-Ann Zorra wrote: > Hi Nick, > > Thank you for your answer. I have a callback now, which prints every time > the texture image

Re: [osg-users] Attaching children to the prerender camera

2016-09-21 Thread Mary-Ann Zorra
Hi Nick, Thank you for your answer. I have a callback now, which prints every time the texture image to file, when the framebuffer is rendered. I also added a debug line to the fragment shader, so I can see, that my shader is able to render. But it still can not see the objects in the scene

Re: [osg-users] Issue with shadow

2016-09-21 Thread Pete Black
Its becase OSG's default shadowMap code isn't very good for large scenes - the shadow camera frustum is sized to fit the entire scene, so an individual shadow map pixel may cover a large number of rendered fragments, making the shadows very pixellated, and the 'shadow acne' - caused by a

Re: [osg-users] Issue with shadow

2016-09-21 Thread Suraj Paul
Hi marchingcubes, Thanks a lot for your reply. Being unaware of the shortcoming of the 'shadowmap' of OSG for large terrain, I was struggling with shadow. the link u shared is really useful one and exactly addresses my problem. However, i am yet to include these few-found techniques of the

Re: [osg-users] Scale-invarient lighting

2016-09-21 Thread Sebastian Messerschmidt
Hi Dave, Sorry for the slow response, I've worked it out. I had to: - Add normals to all points - Add directional lighting from multiple directions (6 in fact), so that the lighting is fairly omnidirectional ...and the points are now showing correctly. Thanks for the help! That seems a bit

Re: [osg-users] different materials for a geometry and highlight

2016-09-21 Thread Gianni Ambrosio
Hi Nick, thanks for the support but even with that line I can't see the result I expected. Basically, when the application starts, if I select a green triangle then it should be shown in red, while now it ramains green. (please see attached movie). In fact the triangle after picking is moved