[osg-users] CMake 2.6a build system and OpenSceneGraph - problems with long paths?

2009-02-26 Thread Christian Buchner
and selected the a build subdirectory for generating the binaries (and project files) separately from source. D:\Documents and Settings\Christian Buchner\My Documents\Visual Studio 2008\Projects\SON\dependencies\openscenegraph-2.8.0\OpenSceneGraph Some examples with the longest filenames are not getting

Re: [osg-users] CMake 2.6a build system and OpenSceneGraph - problems with long paths?

2009-02-27 Thread Christian Buchner
I have to correct myself. I was using cmake 2.6.2 (installed from cmake-2.6.2-win32-x86.exe). Shortening the directory names did in fact solve the build problem for me. Maybe it should be put in some sort of OpenSceneGraph FAQ (or the platform specific Wiki page) that path names approaching

[osg-users] OSG WIN32 debug build using VC++ 2008 - plugin load failure due to missing manifest

2009-03-03 Thread Christian Buchner
Hi everyone, I've been building OpenScenegraph 2.8.0 in both the debug and release versions on Windows using VC++ 2008 SP1. I am doing application development - and therefore I am often using a debug build of my application. This debug build also links against the debug build of OpenSceneGraph.

Re: [osg-users] OSG WIN32 debug build using VC++ 2008 - plugin load failure due to missing manifest

2009-03-03 Thread Christian Buchner
I found that the reader plugin for compressed TIFF fails in debug mode, but PNG and BMP work. So I've switched to these formats for the time being. I will check if the dependency walker tool produces any useful output in the TIFF case. ___ osg-users

Re: [osg-users] any existing Camera Manipulator with TUIO support? Who is willing to share?

2009-10-05 Thread Christian Buchner
By the way, how many months (years) out is any officially supported Multi Touch feature in OSG? Have there been any Multi-Touch contributions into OSG accepted so far? Well, anything that's in the trunk (and not in some third party contrib folder) can be considered official. Of course then it

[osg-users] Quad buffered stereo?

2009-12-02 Thread Christian Buchner
Hello osg-appreciating fellows, so my boss had this awesome idea to use 3D shutter goggles with our OpenSceneGraph application - and unfortunately I am the clueless implementer ;) So I looked into hardware support and found that the professional nVidia Quadro range would support this gimmick for

Re: [osg-users] Quad buffered stereo?

2009-12-03 Thread Christian Buchner
Thanks, so we will likely order the hardware first and move forward from there. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Modifying editing eye separation and eye mapping in a realized OSG Viewer?

2010-03-04 Thread Christian Buchner
Hi I am using OpenSceneGraph 2.8.2 with great success to display a stereoscopic simulation on a polarized 3D display. I had intended to allow the user to interactively edit parameters such as eye separation and the eye mapping (a swap eyes function). However I am having trouble making the viewer

Re: [osg-users] Modifying editing eye separation and eye mapping in a realized OSG Viewer?

2010-03-04 Thread Christian Buchner
Okay, I got smarter. ;) The renderer duly ignores the Horizontal eye mapping settings in Quad Buffer, Anaglyph, Interlaced modes and only evaluates the parameter in the HORIZONTAL_SPLIT mode. Likewise it only takes the Vertical eye mapping setting in VERTICAL_SPLIT mode. So basically I have to

[osg-users] wglShareLists() on Intel 945GM, 965GM does not include ARB shaders - ouch.

2010-03-05 Thread Christian Buchner
Hi, I am having a peculiar problem in my application. The OpenGL Intel graphics drivers for the GPUs mentioned in the subject seem to have a bug where a wglShareLists() on windows (for OpenGL context sharing) does not carry over any ARB fragment and vertex shaders. This leads to OSG trying to

Re: [osg-users] Blueberry3D high detail terrain solution for OpenSceneGraph

2009-04-10 Thread Christian Buchner
Most Impressive. I would like to see this technology to get used in Flight Simulators Not the military and professional ones - but those that everyone can buy off the shelf at the local software store. Have the 3D buildings and trees been planted with an automated process or was this edited by

[osg-users] Camera control like in Google Earth - how to do that?

2009-04-14 Thread Christian Buchner
Hi everybody. So far my 3D simulation and visualization uses the trackball manipulator for controlling the camera. Is there anything built into OpenSceneGraph that mimicks the way that one can control the camera in Google Earth? Has anyone succeeded building such type of camera control with

[osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Christian Buchner
Hi, I think I have understood the osgviewerQT sample. This creates a QGLWidget overloads its paintGL() function and calls into osgviewer::frame() to let OSG do the rendering and all is good - i.e. we see the OSG scene displayed inside a window managed by QT. I am now trying to do something more

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Christian Buchner
Success - I found a solution to this. The solution was to store and restore the matrix stack as well as the openGL state, and to call getState()-reset() on the osgViewer::GraphicsWindowEmbedded object. I now have an OSG Viewer running on QT 4.5 with overlaid semi-transparent Qt controls and

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Christian Buchner
I would suggest using a different name than osgViewerQTAdvanced, because the fact that you're using GraphicsWindowEmbedded tells me that it's not really that advanced, just eye candy... You're missing out on OSG's multithreading capabilities by using GraphicsWindowEmbedded. Maybe I can even

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Christian Buchner
This suggests that when pushing and popping state in order for Qt to draw its widgets, something is not pushed/popped correctly, probably GL_LIGHTING, GL_LIGHT0-GL_LIGHT7 or something like that? Perhaps glShadeModel? ... Hi yes indeed, something was killing off the GL_LIGHTING and GL_LIGHT0

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2009-04-21 Thread Christian Buchner
Boy, that code looks surprisingly similar to mine, except for this center part: // Make sure that OSG's state is prepared based on the last state // recorded (if available). The first frame is different. osg::State *state =

Re: [osg-users] Minimal OSG installation

2009-04-26 Thread Christian Buchner
I've seen this error before. The issue could be that you put the Visual C++ 2008 (SP1?) runtime into the program folder. The only way to do this properly is to run the Visual C++ 2008 (SP1) redistributable from the application's installer. This will take care of placing the DLL in the WinSXS

Re: [osg-users] OT: Visual Studio 2008 and deploying an OSG application

2009-05-04 Thread Christian Buchner
The VC 2008 redist and manifest may have to be put separately into plugins directory. A word of warning though: memory allocated by a plugin may not be freed by the main application because the VC runtime is loaded into memory twice. It may be safer to install the VC 2008 redist from the

Re: [osg-users] OT: Visual Studio 2008 and deploying an OSG application

2009-05-04 Thread Christian Buchner
Hmm. Sorry, I missed that you stated: and I already copied the files into the plugins directory as well Would it help to add the osg Plugins directory to the PATH variable? ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Not OT: Visual Studio 2008 and deploying an OSG application

2009-05-05 Thread Christian Buchner
If you're still deploying the VC 2008 runtime as private assemblies (both manifest and directory Microsoft.VC90.CRT copied to both the OSG top level folder, as well as the OSG plugins folder) - you might want to a note I found attached to the following MSDN article

[osg-users] Doxygen documentation still at 2.8.0

2009-05-21 Thread Christian Buchner
I just noticed that the OpenSceneGraph Doxygen documentation has not been recreated after the 2.8.1 release. I am not sure if there would be any significant changes to 2.8.1, considering that it is a bugfix release only. http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/

[osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-05-22 Thread Christian Buchner
Hi, I was going to start a hobby (i.e. noncommercial) project to simulate an electromechanical coin arcade game. This would include rendering potentially hundres of coins that physically interact (think 500...1000 coins). For the physics simulation I am going for the free bullet physics package.

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-05-22 Thread Christian Buchner
Out of interest are you simulating a penny push machine? Yes. These sucked the life out of my wallet on my last trip to Shanghai and Hangzhou. Playing with virtual currency would be cheaper. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-05-22 Thread Christian Buchner
You could take a look at the draw instanced support in OSG, good for drawing lots of things. I believe this instancing capability might require Geforce 8 class hardware. I was thinking along the lines of how the osgforest sample replicates thousands of trees from the same billboard drawable.

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-05-22 Thread Christian Buchner
Out of interest are you simulating a penny push machine? Here is a first youtube video of my progress so far. http://www.youtube.com/watch?v=74C61A-wzaA This is based on the osgBullet sample code found on the OpenSceneGraph Wiki on Support/Tutorials. A few things to note: - No shiny coins

Re: [osg-users] Advice sought for rendering coins in OSG. Lots ofcoins.

2009-05-22 Thread Christian Buchner
Hi Paul, Is your app explicitly setting this down to fewer samples for performance reasons? Assuming dt, is the time between 2 frames, I call stepSimulation(dt, 20, 0.005); // 200 ticks per second, minimum 10 FPS assumed I will be taking the physics related discussion to the proper forums,

[osg-users] Dynamically generating smooth camera rides?

2009-05-25 Thread Christian Buchner
Forgive my laziness - are there any utility classes within OSG that let the camera go on a smooth ride to a specific location and eyepoint vector from the current location? I mean smooth in the sense of the camera accelerating and braking, instead of making a simple constant linear movement and

Re: [osg-users] Dynamically generating smooth camera rides?

2009-05-26 Thread Christian Buchner
Thanks, your and Paul Martz kind pointers should get me started. I did check try the Virtual Rome site also, but the graphics loaded kind of slow through my HSDPA connection. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Looking for GLSL Parallax Occlusion Mapping

2009-05-29 Thread Christian Buchner
For a parallax sample using GLSL there are probably a lot of samples on ATI or Nvidia developper site, but maybe you'll find some interesting demo on ozone3d: n Strangely that preview for Parallax Bump Mapping demo says Source Code: [YES] but when you go to the detail page and download the

Re: [osg-users] OsgQt viewer very very slow

2009-06-03 Thread Christian Buchner
I think the QtOsgwidget is currently single threaded, meaning that any performance gain achieved by multithreading inside OSG is lost. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-06-20 Thread Christian Buchner
A little youtube video clip showing the progress on my coin pusher arcade prototype with very simple graphics: http://www.youtube.com/watch?v=ubpZUTuO1ecfmt=22 The bottleneck here is definitely physics. Frame rates take a dip when lots of coins are interacting. I am hoping for some public CUDA

Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-06-21 Thread Christian Buchner
To profile the peformance bottleneck it would be best to press 's' a couple more times to get the full frame rate stats so you can see exactly which parts of rendering are the bottleneck - the frame rate only tells that you frame rate is reducing it doesn't give any clues to why. I am pretty

[osg-users] Multi-touch in the OSGViewer and camera manipulators

2009-06-25 Thread Christian Buchner
Hi, My boss was running my 3D engineering app on a 32 inch touch screen (no multi-touch yet, I suppose) and he liked how he was able to rotate the camera with a fingertip. That gave me an idea - are there any affordable Multi-touch LCD screens (standalone) and how difficult would it be to add

Re: [osg-users] get texture from scene a frame n-1, n-2, n-3 ...

2009-06-30 Thread Christian Buchner
Can't you just store the n frame in a circular buffer of size 4? That gives you frames n, n-1, n-2 and n-3. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] thousands spheres renedering with OSG

2009-07-01 Thread Christian Buchner
You might want to explore using vertex shaders to achieve some kind of fake geometry instancing. The SDK sample osgforest does something similar to project a forest made of thousands of trees using GLSL (and also ARB fragment program in the 2.9 branch). More about OpenGL pseudo instancing is

Re: [osg-users] thousands spheres renedering with OSG

2009-07-03 Thread Christian Buchner
Beside of that,  my boss is not very keen to idea of vertex shader instancing for the reason of hardware limitations we should impose to our customers. To convince your boss: Vertex shaders even run even on Intel accelerated graphics (GMA 950) which is more than 3 years old since first

Re: [osg-users] Background image

2009-07-03 Thread Christian Buchner
Hi Carlos, you need to put the HUD in a render bin that is drawn before everything else. Setting the render bin to 0 or 1 should work (because I think other geometry would default to bin 2) The HUD also needs to be configured to not write to the z buffer. Christian

Re: [osg-users] source for 3d glasses?

2010-03-10 Thread Christian Buchner
http://www.amazon.de/3DStereo-Glasses-3D-Brille-Blau/dp/B001VJYGE0/ref=sr_1_1?ie=UTF8s=ce-deqid=1268254978sr=8-1 very cheap this offer is - but shipping you must pay for. says Yoda. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] 2.8.3 press release

2010-04-05 Thread Christian Buchner
There's a typo oagAnimation instead of osgAnimation. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Support vendor specific 3D APIs - any interest here?

2010-04-05 Thread Christian Buchner
Hi, So quad buffered stereo only works with professional graphics cards, and I have used that feature with success at my work place. At home I do not have access to such devices. But I do have a 120 Hz capable monitor and those nVidia 3D Vision shutter glasses, which unfortunately only support

Re: [osg-users] Support vendor specific 3D APIs - any interest here?

2010-04-06 Thread Christian Buchner
Hi, This presentation has something on presenting stereoscopic imagery based on a DirectX9 surface, page 36 onwards. http://developer.download.nvidia.com/presentations/2009/GDC/GDC09-3DVision-The_In_and_Out.pdf NVAPI as found here http://developer.download.nvidia.com/NVAPI/NVAPI_May2009.zip

Re: [osg-users] 2.8.3 released!

2010-04-08 Thread Christian Buchner
Hi all -- The OSG v2.8.3 final release has just been tagged. Would it make sense to update the online reference documentation to 2.8.3, considering the API changes to osgAnimation? http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/ Christian

Re: [osg-users] Trackball manipulator and screen distance with stereo

2010-04-15 Thread Christian Buchner
In my custom camera Manipulator I had to override the getFusionDistanceValue() function to get the desired effect. You can do the same by creating a child class of TrackballManipulator and use this instead. By default it returns _distance, which is the distance from the camera to the trackball

Re: [osg-users] VS2010

2010-04-18 Thread Christian Buchner
Let me add my findings related to Visual C++ 2010 Release Candidate and compiling OSG I used cmake 2.6.4 to generate a Visual C++ 2008 solution which was converted to a 2010 solution inside the IDE (which took forever!) The build process was flaky, it would randomly report errors during the

[osg-users] Stereoscopic billboarding possible?

2010-04-22 Thread Christian Buchner
Hi, excuse me if this question may be a bit trivial. Is there a way to make things render differently in the two rendering passes for stereo modes? I was thinking about providing two different textures for billboards (taken from slightly different angles) so these get a fake 3D appearance. Think

Re: [osg-users] OT: Fast software rendering

2010-04-22 Thread Christian Buchner
All their demos seem to do is to copypaste the same 3D model(s) all over the place. I am not convinced. Unlimited (open) landscapes at large resolutions would also require unlimited memory, which currently also costs unlimited money. Their voxel-like object storage technique doesn't appear to

Re: [osg-users] Instanced Rendering Example in OSG

2010-04-23 Thread Christian Buchner
the osgdrawinstanced sample uses OpenGL draw instancing. Refer to this one instead of osgforest. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Render to (part of) texture

2010-05-05 Thread Christian Buchner
If you bind the FBO to a texture you should be able to render to this texture. You can then render to a quad that covers only the pixels you need to change. But then of course, you'd have to get the source data from somehwere (possibly another texture). Maybe you can even compute the data on the

[osg-users] use of object aggregation impossible?

2010-07-02 Thread Christian Buchner
::AutoTransform::~AutoTransform' : cannot access protected member declared in class 'osg::AutoTransform' 1 C:\Users\Christian Buchner\Documents\Visual Studio 2010\Projects\SON\deps\OSG\include\osg/AutoTransform(99) : see declaration of 'osg::AutoTransform::~AutoTransform' 1 C:\Users\Christian

Re: [osg-users] use of object aggregation impossible?

2010-07-02 Thread Christian Buchner
Ok, I got this to work on my own and I can now create 1 of these objects by means of aggregation without using any dynamic allocation. They key is to subclass from any osg objects you need and to declare your destructor public. Was there any particular reason most osg object destructors were

Re: [osg-users] use of object aggregation impossible?

2010-07-02 Thread Christian Buchner
You haven't said anything about why you are setting up your scene graph in this way.  Perhaps if you explain what your are trying to achieve with your text labels we'll be able to recommend a sensible way forward. It is set up this way because the implementer only cared about getting his

Re: [osg-users] Visual Studio 2010 binaries

2010-11-08 Thread Christian Buchner
Thank you for your response. I noticed your zip archive contains png.h from version 1.2.39 whereas the supplied .lib file is version 1.4.3. This triggers a runtime error in my application (which also uses Qt and other libraries). And them I am still facing issues with the Collada plugin in Debug

Re: [osg-users] Visual Studio 2010 binaries

2010-11-10 Thread Christian Buchner
Here is your x86 3rdparty folder enhanced with the following fixes -replaced the png headers -added a debug DLL build of the Collada DOM -(optionally) added boost 1.4.3 headers without boost headers http://www.mediafire.com/file/tmu278o6fej7jpi/3rdParty.7z with boost 1.43 headers

Re: [osg-users] How to avoid / minimize overdraw of osg::PrimitiveSet::POINTS

2010-11-26 Thread Christian Buchner
What might would work in this case is to create several smaller sub volumes (cubes for example), and tell osg to sort these front to back for rendering. Then you would still see some overdraw within individual sub volumes, but not so much among different sub volumes.

Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-14 Thread Christian Buchner
I have two questions regarding the kinect: 1) what is the shortest distance that you can place yourself (or objects) in front of the Kinect and get good readings? 2) is the IR beam safe to the eyes when placing your face in front of the sensor at short distance? I am worried about hurting the

Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-23 Thread Christian Buchner
Definitely nice! But to be really useful, the skeletton should include head position and possibly rotation and the angles of hand and feet. Then the motion could be realistically mapped onto a 3D avatar. I heard news that the resolution of Kinect might be increased to 640x480 by firmware update

[osg-users] Skybox (horizon and ground) in GLSL?

2011-01-17 Thread Christian Buchner
Hi, I managed to load some 20 buildings from a freely available GIS database from the city of Winston-Salem and I render them with OSG. Buildings floating in space look kind of funny though and I need a ground, a horizon and some sky. I do not want to use a flat ground geometry or sky dome -

Re: [osg-users] Skybox (horizon and ground) in GLSL?

2011-01-19 Thread Christian Buchner
In a first step I would actually be okay if the terrain was infinite and flat. It can be extended to do heightfield raycasting later. I have plenty of papers about this topic (e.g. cone step mapping and more advanced methods). The main difficulty for me is how to cast rays from the screen

[osg-users] How to get the contents of a QPixmap into an OSG texture?

2011-01-27 Thread Christian Buchner
Hi, here's a very special case of Qt integration for OpenSceneGraph for which I am searching for a solution: We're using Qt to draw into a QPixmap (updating a map of measured radio conditions during a simulation in realtime). We optionally support a 3D display, which is typically a line by line

[osg-users] possible OSG 3.0.0 regression - different handling of transparencies in DDS texture loader?

2011-07-06 Thread Christian Buchner
, Christian Buchner ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] any plans to update the online OSG Doxygen from 2.8.0 to 3.0.0?

2011-08-01 Thread Christian Buchner
Right now this link displays the 2.8.0 classes and APIs. http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/index.html With 3.0.x now being the current release branch, let me ask if anyone feels responsible for making the online Doxygen reference documentation up to date? ;)

[osg-users] OSG 3.0.0 appearance of osg::Box changed when rendered in Wireframe mode?

2011-08-18 Thread Christian Buchner
Hi, with OSG 2.8.2 we were able to create a cube like this and set polygon mode to LINE. And it would show up as the outline of a box with no diagonals in the faces. With OSG 3.0.0 the same code produces a box that now contains diagonal lines, as if the quads are now actually tesselated into

Re: [osg-users] OSG 3.0.0 appearance of osg::Box changed when rendered in Wireframe mode?

2011-08-18 Thread Christian Buchner
Hi all, I solved this by rolling my own geometry and dropping the use of osg::Box. This function replaces the createCube function from the previously posted code snippet. I simply define my own color, vertex and normal buffer using Quad primitives. Now the wireframe looks sane again. static

[osg-users] Collada models, texture resolution and texture mipmaps?

2011-08-31 Thread Christian Buchner
Hi all, thanks to all contributors for the great OpenSceneGraph 3.0.1! we are currently loading a couple of detailed Collada files into a city scenery which displays a mobile radio network in operation. These collada files often have textures that wildly vary in resolution and size. Some of them

[osg-users] OSG samples wanted 1) minimal GLSL sample, 2) dynamically render to cube map, use for reflection

2011-09-02 Thread Christian Buchner
Hi everyone. I am currently looking for a couple of OSG samples. Maybe someone can offer a pointer or link to some existing code demonstrating the techniques. 1) one minimal code sample demonstrating the use of GLSL for vertex and fragment processing (e.g. render a triangle). This is because I

Re: [osg-users] OSG samples wanted 1) minimal GLSL sample, 2) dynamically render to cube map, use for reflection

2011-09-02 Thread Christian Buchner
Thanks I will look into osgreflect. regarding osgShader, I think it is a bit too crowded to be used for starters. A lot of OpenGL ES books start with minimal samples that just render a triangle with shaders. Essentially I am looking for an OSG based equivalent. Christian

Re: [osg-users] OSG samples wanted 1) minimal GLSL sample, 2) dynamically render to cube map, use for reflection

2011-09-02 Thread Christian Buchner
Use of glsl in osg is pretty straitforward. Thanks for the hints so far. I condensed osgshaders into this short piece of code. It is self contained and nearly minimal, apart from -animating the Uniform variable for show effect -shaders doing a little more than the necessary minimum

Re: [osg-users] OSG samples wanted 1) minimal GLSL sample, 2) dynamically render to cube map, use for reflection

2011-09-02 Thread Christian Buchner
It is problematic to make dynamic reflect\refract rendering with a single node, because you need rtt cameras with scene surronding your object. My approach would have been node masks to remove rendering unwanted objects from the main graph. I'll think about it more. Christian

Re: [osg-users] How to make OSG support very large Pixels images(For Map Texture)?

2011-09-05 Thread Christian Buchner
Either with a sharp digital knife, or an image processing tool of your choice (imagemagick if you like the command line, MS Paint if you like Microsoft). Don't you have the option to simply rescale it to 4096x4096 pixels? That would be much less of a hassle.

Re: [osg-users] Fail to install due to osg80-osgDBd.dll is missing

2012-10-21 Thread Christian Buchner
Hi Kevin, You should not try to install a debug build in the first place, as it will depend on the Visual C++ debug runtime, which isn't legally redistributable. Furthermore you'd have to ship a debug build of OSG too, which is bigger and bulkier and runs much slower. Christian

[osg-users] how to add a shadow technique to an existing application?

2012-11-02 Thread Christian Buchner
I've been testing integrating the silver lining clouds and sky SDK into our application. The light source (position and color) is dynamically updated by silver lining, and it would be nice to have matching shadows. The application display part of a city skyline (about 2km by 2km). The ground and

Re: [osg-users] Sharing some screenshots of my present work :-)

2012-11-14 Thread Christian Buchner
Hi, Congratulations, this is looking really good! I am also building a city model, but on a much smaller scale - it is used in a radio simulation of 4G networks. I have recently added Silver Lining for sky and clouds, shadow mapping (the very basic algorithm), some water and reflections of

Re: [osg-users] Sharing some screenshots of my present work :-)

2012-11-14 Thread Christian Buchner
shapes. The ground looks so strange because it displays radio coverage by radio cell. Christian 2012/11/14 Christian Buchner christian.buch...@gmail.com Hi, Congratulations, this is looking really good! I am also building a city model, but on a much smaller scale - it is used in a radio

Re: [osg-users] Positioning the camera

2012-11-15 Thread Christian Buchner
You're trying to set the view matrix on the camera which may get overwritten by the camera manipulator at the beginning of each frame. Instead, check your camera manipulator (e.g. TrackballManipulator) if it has a member function that accepts a view matrix. Some camera manipulators (like the

Re: [osg-users] questions on simple skeletal animation for crowd simulation

2012-11-20 Thread Christian Buchner
Are you sure your agents need to be full 3D models? I've done something using perspective billboards, in the osgrvo2 sample in the osgRecipes repository maintained by Wang Rui. The billboards were rendered in Poser using a python script that rendered it out from many viewing angles. The GPU can

Re: [osg-users] Triangle colored from both sides?

2012-11-21 Thread Christian Buchner
Have you played with osg::LightModel state attribute yet? Maybe enabling/disabling two sided lighting makes a difference. // Enable two sided lighting osg::LightModel* lightModel = new osg::LightModel; lightModel-setTwoSided(true);

Re: [osg-users] how about high quality transparency in OSG?

2012-11-27 Thread Christian Buchner
There's definitely sample code for depth peeling available (osgdepthpeeling) Sorting of geodes by distance is also implemented as a render bin feature - but sorting at geode level may be a bit too coarse. Transparency has been an issue in many forum/mailing list topics - because it's hard and

Re: [osg-users] Depthmap from light's point of view

2012-12-13 Thread Christian Buchner
if you look at the implementation of osgShadow, in particular the osg::ShadowMap class you will see how to render the scene from the light's point of view for the purpose of creating a depth map. The depth map is then later used when rendering the main view, for superimposing a shadow. Warning:

Re: [osg-users] Model Matrix in Vertex Shader

2012-12-20 Thread Christian Buchner
Is there one definitive list that explains all the built-in osg uniforms? This one would have come handy earlier, but I did not know about it. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Drawing only a specific bin (e.g., the Transparent render bin)..

2013-01-12 Thread Christian Buchner
You could use an individual bit in the node mask of each geode or drawable added to a specific render bin. Then you can turn on and off bins by setting the appropriate bitpattern in the camera's mask. Caveat: This only supports up to 32 individual bins and may clash with other code already using

Re: [osg-users] Integration of a NodeKit for Sky Rendering

2013-01-18 Thread Christian Buchner
This nodekit is a godsend! And the license seems pretty permissive, too. Christian 2013/1/18 Limberger, Daniel daniel.limber...@hpi.uni-potsdam.de ** ** ** ** *From:* Limberger, Daniel *Sent:* 18 January 2013 15:50 *To:* Engel, Juri *Subject:* Integration of a NodeKit for Sky Rendering

Re: [osg-users] how about high quality transparency in OSG?

2013-01-24 Thread Christian Buchner
Check out the osgdepthpeeling code sample for one (somewhat slow) implementation of depth peeling. We don't have automatic triangle sorting, but we do have sorting of drawables and geodes in the DepthSortedBin render bins. Christian ___ osg-users

Re: [osg-users] osgdepthpeeling or osgoit

2013-02-18 Thread Christian Buchner
does osgoit require the loaded 3D model to be transparent already? I remember that I was able to run osgdepthpeeling with the dumptruck model successfully, but with the osgoit sample I can't get this to render any transparency at all. 2013/2/17 Mathias Fröhlich mathias.froehl...@gmx.net Hi

Re: [osg-users] osgdepthpeeling or osgoit

2013-02-19 Thread Christian Buchner
too complicated for the simpler algorithms. Depth peeling seems to be the way to go for us. Thank you for providing the osgoit demo! 2013/2/19 Mathias Fröhlich mathias.froehl...@gmx.net Hi, On Monday, February 18, 2013 15:56:02 Christian Buchner wrote: does osgoit require the loaded 3D

Re: [osg-users] Ideas for shiny antique Gold?

2013-02-19 Thread Christian Buchner
Maybe you can find existing GLSL metal effects and accompanying artwork in tools such as ATI RenderMonkey or nVidia's FX composer or Shader Designer. http://www.opengl.org/sdk/tools/ShaderDesigner/ Just watch out for the license of whatever code and art snippets you choose. Christian

Re: [osg-users] osgdepthpeeling or osgoit

2013-02-19 Thread Christian Buchner
]-setShadowCompareFunc(osg::Texture::GREATER); _depthTextures[i]-setShadowTextureMode(osg::Texture::INTENSITY); It seems that I will have to roll my own shadow comparison in GLSL. This would be in the fragment shader, I presume? 2013/2/19 Christian Buchner christian.buch...@gmail.com

Re: [osg-users] osgdepthpeeling or osgoit

2013-02-20 Thread Christian Buchner
undertaking. Alternatively I might have to switch from Texture Rectangles to regular Texture2D objects, fortunately there is a #define for that. Christian 2013/2/20 Mathias Fröhlich mathias.froehl...@gmx.net Hi, On Tuesday, February 19, 2013 19:07:59 Christian Buchner wrote: After some futile

Re: [osg-users] osgdepthpeeling or osgoit

2013-02-20 Thread Christian Buchner
I am currently finding a problem with the osgoit demo (as found in OSG 3.0.1). The osgviewer by default starts in full screen mode, and never generates an initial RESIZE event. I am testing this on Windows, if that matters. The _texWidth and _texHeight members of the DepthPeeling object remain at

[osg-users] initializing the depth buffer with another camera's buffer before rendering

2013-02-21 Thread Christian Buchner
Hi, I've been modifying the osgoit code sample to allow opaque objects to occlude the depth peeled layers. I found that rendering the opaque geometry into the depth buffer of each peeled layer causes a lot of overhead because of the extra culling and geometry passes each time. Instead I would

Re: [osg-users] initializing the depth buffer with another camera's buffer before rendering

2013-02-21 Thread Christian Buchner
to an actual fbo pointer. *sigh* Christian 2013/2/21 Christian Buchner christian.buch...@gmail.com Hi, I've been modifying the osgoit code sample to allow opaque objects to occlude the depth peeled layers. I found that rendering the opaque geometry into the depth buffer of each peeled layer

Re: [osg-users] resthttp plugin build issues

2013-02-24 Thread Christian Buchner
Am 23.02.13 20:50, schrieb Christian Buchner: Hi, in order to successfully build the resthttp plug-in from OpenSceneGraph trunk I had to modify its CMakeLists.txt file to this: INCLUDE_DIRECTORIES(${Boost_INCLUDE_DIR}) LINK_DIRECTORIES(${Boost_LIBRARY_DIRS}) INCLUDE_DIRECTORIES

Re: [osg-users] osgdepthpeeling or osgoit

2013-02-25 Thread Christian Buchner
I've just posted an overhauled version of osgoit to osg-submissions. You may want to have a look. Compositing with solid geometry is now possible, and mix-and-match with GLSL shaders in transparent objects works fine. Tested on nVidia so far. Hopefully that HeatMap GLSL thing also renders on

Re: [osg-users] Fwd: setting a polygon height

2013-02-26 Thread Christian Buchner
I've done this stuff before for buildings that are vertically extruded from a polygon shape step 1) create an osg::Geometry 2) create a vertex buffer with two copies of the polygon vertices, the second copy having a different z coordinate. use setVertexArray() 3) For proper lighting, create a

Re: [osg-users] silverlining integration in OSG. Manually drawing clouds - problem

2013-02-26 Thread Christian Buchner
My problem is that the clouds are supposed to become part of my depth peeling algorithm for achieving proper transparency, and hence I cannot just draw them after everything else ;) I need to draw the clouds without any alpha blending enabled, because the depth peeling will blend the clouds into

Re: [osg-users] PRE_RENDER ignores depth buffer?

2013-03-11 Thread Christian Buchner
Maybe your pre/post cameras have a clearMask that erases the depth buffer? Just in case it matters: My recent osg-submission myosgoit shows how to copy the depth buffer from one pre/post render camera to another - in case a multi pass algorithm needs to be based on some kind of pre-initialized

[osg-users] Windows: osgscribe.exe built in Visual Studio 2010 raises (false?) virus/trojan alarms

2013-03-12 Thread Christian Buchner
Hi, I am building OpenSceneGraph 3.0.1 on Windows 7 32bit using Visual Studio 2010 Express using dependencies found here: http://members.iinet.net.au/~bchrist/3rdParty_VC10_x86_x64.zip What really is annoying is that some of the compiled examples persistently trigger AntiVirus alerts. We've had

Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Christian Buchner
@cbuchner1 Hmm, well I bet a lot of software relies on that feature... I found threads by the Blender team who had to create workarounds because on some newer Geforce cards (4xx and 5xx series) suddenly the viewport update were orders of magnitude slower.

Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Christian Buchner
The front and back material properties were set to same values, it's just that when doing the calculations for the back side, the normal vector is not pointing towards the light source but away from it. I only looked at this issue briefly, and concluded that it would take some GLSL to fix it.

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-03-21 Thread Christian Buchner
My point is that there is no need to wait for the thing to arrive to actually implement something. The barrel distortion parameters can also be adjusted when the hardware finally arrives ;) Christian ___ osg-users mailing list

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