[osg-users] connexity information in a terrain scene graph

2008-01-18 Thread Julien Valentin
Hello, I'm rewriting an osg based avatar controller in order to my pedestrian keep walking on a osg::Node. For this i'm using a vertical intersect visitor in order to keep a correct altitude... This technique isn't so efficient that i thought then i would like to change by using an heightmap

Re: [osg-users] osg-users Digest, Vol 31, Issue 4

2010-01-05 Thread Julien Valentin
someone can give me clues about why is it working as everywhere on the net advise not to use a read/write texture in shader??? Hi, try copying the input texture value to the output instead of using discard. jp Julien Valentin wrote: Hello all, I'm playing with the osg gameoflife example in order

Re: [osg-users] Problem BlendEquation in Shader GLSL

2010-01-07 Thread Julien Valentin
Hi there, If i understand you want to do render to texture (RTT) pass: You have several choice in order to do that. I give you the more classic RTT with multitexturing: //need 3 textures texA texB input values and TexC binded to camera via fbo uniform sampler2D texA; uniform sampler2D texB;

[osg-users] Concerning texture subloading using Subloadcallback

2010-01-11 Thread Julien Valentin
Hello I'm trying to make a GPU texture loading strategy based on an osg::Image. I maintain update bounds in a derived MyImage class in a setData method and would like to use glTexSubImage in order to update local Image changes so I implement a coupled Subloadcallback in order to do that. But I

Re: [osg-users] Concerning texture subloading using Subloadcallback

2010-01-12 Thread Julien Valentin
Do not take this post into account...I'm crying before being hurted...Sorry so stoopid 2010/1/12 Julien Valentin julienvalenti...@gmail.com Hello I'm trying to make a GPU texture loading strategy based on an osg::Image. I maintain update bounds in a derived MyImage class in a setData method

Re: [osg-users] osg-users Digest, Vol 32, Issue 33

2010-02-15 Thread Julien Valentin
Hello, I would like to make a prerender camera that loop over the rendering of its son's geometries until an event happens and then display the result as a texture with the main camera.. mainloop(){ while(condition){ tex=prerender_camera.draw() //render to texture using fbo

[osg-users] multipass prerender to texture

2010-02-16 Thread Julien Valentin
Hello, I would like to make a prerender camera that loop over the rendering of its son's geometries until an event happens and then display the result as a texture with the main camera.. mainloop(){ while(condition){ tex=prerender_camera.draw() //render to texture using

[osg-users] reflect vector ?

2010-02-16 Thread Julien Valentin
inGLSL R = reflect(-L, N) where N : normal vector L: light vector It give from scratch: From scratch: R = 2 * ( N dot L) * N - L -- Forwarded message -- From: Sebastien Nerig overse...@hotmail.com Date: Feb 16, 10:07 am Subject: reflect vector ? To: OpenSceneGraph Users Hi,

[osg-users] reflect vector ?

2010-02-16 Thread Julien Valentin
As I give you the algo, you can make your own function...no?! -- Forwarded message -- From: Sebastien Nerig overse...@hotmail.com Date: Feb 16, 10:36 am Subject: reflect vector ? To: OpenSceneGraph Users Hi Julien, Thanks for your answer, but I am looking for precompute

[osg-users] osg-users Digest, Vol 32, Issue 33

2010-02-16 Thread Julien Valentin
, use this as a starting point and look at the thread referenced there as well. http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/49423 jp Julien Valentin wrote: Hello, I would like to make a prerender camera that loop over the rendering of its son's geometries until

[osg-users] Problem using osgqtcompositeviewer and prerender camera with shader

2010-02-17 Thread Julien Valentin
Hello, I'm using QtCompositeviewer to visualize 2 views: -a main scene group with a prerender to texture node camera using FBO and a shader -a debug render of the shaded scene prerendered in the texture The Problem is that i always have the unshaded result in debugviewI dont understand as my

[osg-users] Problem using osgqtcompositeviewer and prerender camera with shader

2010-02-17 Thread Julien Valentin
is that there's no dependency between the v1's prerender et the v2 prerender What should i do in order to garanty that v1 prerender to be done before v2 render? Message: 11 Date: Wed, 17 Feb 2010 18:04:08 +0100 From: Julien Valentin julienvalenti...@gmail.com To: osg-users@lists.openscenegraph.org Subject

Re: [osg-users] Problem using osgqtcompositeviewer and prerender camera with shader

2010-02-17 Thread Julien Valentin
Julien Valentin wrote: Hello, I'm using QtCompositeviewer to visualize 2 views: -a main scene group with a prerender to texture node camera using FBO and a shader -a debug render of the shaded scene prerendered in the texture The Problem is that  i always have the unshaded result

Re: [osg-users] Problem using osgqtcompositeviewer and prerender camera with shader

2010-02-17 Thread Julien Valentin
Hi, Okay I have think I have more understood my problem: view1-addchild(prerenderpass-getCamera())//view 1 work well view2-addchild(createDebugTexturedQuad(prerenderpass-getoutPuttexture()) //view2 renders the texture as if was not updated by view1 prerender cam I think the problem is that

Re: [osg-users] Problem using osgqtcompositeviewer and prerender camera with shader

2010-02-18 Thread Julien Valentin
Okay, i have correct it by a second attachment from the camera colorbuffer tothe image already attached to the output rtt texture...:( Code: _prerenderCamera[i]-attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER), _RTTOutTexture-getImage()); I don't think it's nice I haved

Re: [osg-users] Problem displaying textures

2010-02-18 Thread Julien Valentin
I think you have to give the code: camera stateset and viewer settings ... or try to use a manipulator if you think you fails with your perspective settings -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24368#24368

Re: [osg-users] reflect vector ?

2010-02-18 Thread Julien Valentin
sorry can't help the only stuff i know existing for this in osg is cube map stuff like http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.6/examples/osgvertexprogram/osgvertexprogram.cpp but these are shaders... -- Read this topic online here:

[osg-users] Texture update problem

2010-02-20 Thread Julien Valentin
Hello all, I try to rexplain my problem(cf http://forum.openscenegraph.org/viewtopic.php?t=5016) I 'm trying to use the RTT to build an algorithm of fast iterative method it's a 2 render step: 1)build the 2ndpass input texture combining datas from several inputs textures to one with a fragment

Re: [osg-users] Texture update problem

2010-02-20 Thread Julien Valentin
okay I have a trick: I have to render my preprocessed texture in my main scene with a dummy geometry I attached to in order texture changes to be display in the second debug view ... Do you see a less dirty way to do this?... mp3butcher wrote: Hello all, I try to rexplain my problem(cf

[osg-users] Control of the drawing order for transparent quad

2009-04-10 Thread Julien Valentin
Hello I'm developping quite simple volume rendering technic consisting of several textured quads aligned according viewpoint. As I havent the time to write a cool shader for this I have sample my volume according x,y,z and select the set of quad that fit to the viewpoint.. As quads are parallels,

Re: [osg-users] Control of the drawing order for transparent quad

2009-04-10 Thread Julien Valentin
About osgVolume I'm currently working on osg 2.6 then there wasn't the lattest progress on osgvolume...I will check out the 2.8 soon Thank for the advice ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] osgVolume with HWRaycastTechnique

2009-04-28 Thread Julien Valentin
Hello I'm trying to use osgvolume to visualize smoke but i have a little problem with the alphafunc with the raycast technique.. when I set it to 0 then the background of my volume appear black (where the opacity =0) but the volume rendering is good and when i change it the background is good but

[osg-users] draw opaques after transparents

2009-05-06 Thread Julien Valentin
I just would like to know if there's a mean to draw my opaque geometries after transparent one. Can it be setted as a property of the render bean or other? ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] [Occlusion Query Issue] Linux performance

2010-04-20 Thread Julien Valentin
Hello Everybody, My question is not osg specific but I ran in a strange issue and would like to know if anybody would know what happens: I have developped a GPU multi draw Geometry it that draws composite geometries in a texture until no more pixels are drawn.(FBO render to texture) The pseudo

[osg-users] ping pong fbo geometry problem

2010-06-03 Thread Julien Valentin
Hello, I would like to do RTT via FBO . For this i overload osg::Geometry class and reimplements the drawimplementation method it now looks like it: Code: myGeometry::drawimplemetation(renderinfo)const{ (_ext)-glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbos[*_curst]);

Re: [osg-users] ping pong fbo geometry problem

2010-06-03 Thread Julien Valentin
, On 03/06/10 15:12, Julien Valentin wrote: Yes I came from it but the example show the result at each iteration and i want to show only the resulting pass Further more the convergence of the iterative method is given using occlusion query so i cant use osgppu... But thank for the advice

Re: [osg-users] ping pong fbo geometry problem

2010-06-04 Thread Julien Valentin
For the moment I do a silly thing in order to create FBOs attached to the current contextID: I init it at the first drawImplementation call like it: All vars are pointers in order to be modified inside drawimplementation Code: myGeometry::initFBOs{

Re: [osg-users] ping pong fbo geometry problem

2010-06-05 Thread Julien Valentin
It still not working (I debug fbos powered by glslDevil) As my RTT loop implements a minimization of a selected channel I also test an assumption that ping pong textures would not be required for my use. I have then wrote an implementation that read/write the same texture. only one camera

[osg-users] [osgViewer issue?]

2010-06-05 Thread Julien Valentin
Hi, I would like to create a pre-display texture that is base on an iterative pre rendering process prerender: while(texture not ready) draw a pixel shaded textured quad } render: draw the textured quad For this i use FBO RTT Camera and an overrided myGeometry : public osg::Geometry that

Re: [osg-users] performance issue

2010-06-05 Thread Julien Valentin
Tell more about dynamics of your vertices Static data: I think you would need to make small geometries and a fitted group hierarchy (giving your own bounding boxes) with a visitor ( perhaps just use osgutil::optimizer would make a good work) Dynamic data: you should your own culling policy use

Re: [osg-users] OpenSceneGraph-Data-0.9.6-2

2010-06-05 Thread Julien Valentin
Thinking of a mess in DLL export Macro Try static link or debug yours __declspec(dllimport)/__declspec(dllexport) nerazzuri_4 wrote: Hi, I am working on building a plugin for a an application that uses osg 0.9.6-2. I am having a hard time finding the release version or the source of it.

[osg-users] [Simple Threaded Occlusion queries]

2010-10-06 Thread Julien Valentin
Hi, I have wrote a framework that handle hierachic occlusion culling. It work well but because of lack of performance of waiting asynchronous occlusion query I wrote a OpenThread::Thread that handle all occlusion query Code: class ThreadOccQueries : public OpenThreads::Thread , public

Re: [osg-users] problems about layer rendering

2010-12-17 Thread Julien Valentin
up, (It's so bad it doesnt work) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34956#34956 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Render to texture 3D

2010-12-18 Thread Julien Valentin
Hi, I'm trying to make efficient fluid simulation with osg I've just found this page : http://www.mail-archive.com//msg05568.html It look pretty great as my 1 camera per slice code is very CPU time consuming. I develop a geometry shader that change gl_layer value per primitive. It work so i

Re: [osg-users] Render to texture 3D

2010-12-21 Thread Julien Valentin
has possible cause for this error. Regards, -Fred - Julien Valentin a écrit : Hi, I'm trying to make efficient fluid simulation with osg I've just found this page : http://www.mail-archive.com//msg05568.html It look pretty great as my 1 camera per slice code is very CPU

Re: [osg-users] Render to texture 3D

2010-12-23 Thread Julien Valentin
://www.opengl.org/registry/specs/ARB/geometry_shader4.txt error 0x8da8 refers to FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB and the document has possible cause for this error. Regards, -Fred - Julien Valentin a écrit : Hi, I'm trying to make

[osg-users] RenderBin::sortByState does nothing?!

2014-03-24 Thread Julien Valentin
Hi, I'm very surprised to see this behavior as a default. Code: // The contents of // the StateGraph leaves is already coarse grained sorted, this // sorting is as a function of the cull traversal. Is there's a place where this coarse sort is done? From my experimentations sort by

Re: [osg-users] RenderBin::sortByState does nothing?!

2014-03-24 Thread Julien Valentin
mp3butcher wrote: Hi, I'm very surprised to see this behavior as a default. Code: // The contents of // the StateGraph leaves is already coarse grained sorted, this // sorting is as a function of the cull traversal. But I can't figure where this coarse grain sort is

Re: [osg-users] State of Qt5 integration?

2014-03-24 Thread Julien Valentin
No answer for your question I haven't do anything you talking about, but i fall in love with qtquick http://qt-project.org/wiki/osgQtQuick-Demo-Russian Hope it can help... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58712#58712

[osg-users] About osg hacking...

2014-03-25 Thread Julien Valentin
Hi, I've implemented a light opengl scenegraph manager for my own educational purpose. The focus of my work was to regroup culled geometries sharing same stateset in the same VBO and so factorize drawcalls primitivesets on-the-fly. For scenarios with lot of tiny meshes sharing the same material

Re: [osg-users] OSG-3.2.1-rc1 + Qt-5.2.0 building

2014-03-25 Thread Julien Valentin
Try recompile Qt I had problems too, but recompiling qt solve all my issues. Code: http://download.qt-project.org/official_releases/qt/5.2/5.2.0/single/qt-everywhere-opensource-src-5.2.0.tar.gz.mirrorlist Hope it help -- Read this topic online here:

Re: [osg-users] About osg hacking...

2014-03-25 Thread Julien Valentin
will address all the issues making the clever and complex coding completely unnecessary. Robert.   On 25 March 2014 12:34, Julien Valentin () wrote: Hi, I've implemented a light opengl scenegraph manager for my own educational purpose. The focus of my work was to regroup

[osg-users] [OffScreen Rendering] limit camera frame rate

2014-09-30 Thread Julien Valentin
Hi, I'm doing a lot of offscreen renderings that are very expensive and not so important for the image to appears good. What would be the best way in order to limit the rendering framerate of these in order have more time for more important rendering? My idea was to override a geometry and

[osg-users] [Driver issue in osgVolume]

2014-09-30 Thread Julien Valentin
Hi, I recently update my Win32 Nvidia driver and it seams there's something broken with these: in osgVolume's fagment shaders Code: float num_iterations = ceil(length(te-t0)/SampleDensityValue); crash the driver when length tend toward 0 Haven't investigatin too much but replacing ceil by

Re: [osg-users] [Driver issue in osgVolume]

2014-10-01 Thread Julien Valentin
shaders in osgVolume/Shaders). Note the bug doesnt concern linux proprietary drivers. robertosfield wrote: Hi Julien, What version of the OSG are you using?  What osgVolume options? Robert. On 30 September 2014 15:35, Julien Valentin () wrote: Hi, I recently update my Win32

Re: [osg-users] [OffScreen Rendering] limit camera frame rate

2014-10-01 Thread Julien Valentin
arms vaguely around, please tell us what you scene graph consistents of and the nature of the rendering you are wanting.  Robert. On 30 September 2014 15:02, Julien Valentin () wrote: Hi, I'm doing a lot of offscreen renderings that are very expensive and not so

[osg-users] Texture read back : osg::Image::readImageFromCurrentTexture weird behavior

2014-11-12 Thread Julien Valentin
Hi, Hi, I just implement a kind of dirty texture read back node and ran into a weird problem: As you can notice in the attached code, I had a problem with Image::readImageFromCurrentTexture. I would like to read back a 2D texture but a 1D texture is binded too. The 1D-2d-3d-cubemap priority

Re: [osg-users] Texture read back : osg::Image::readImageFromCurrentTexture weird behavior

2014-11-12 Thread Julien Valentin
back and explain from a high level you are attempting to do in your application and then others can suggest the appropriate way to tackle such functionality. Robert. On 12 November 2014 17:22, Julien Valentin () wrote: Hi, Hi, I just implement a kind of dirty texture read

Re: [osg-users] Texture read back : osg::Image::readImageFromCurrentTexture weird behavior

2014-11-12 Thread Julien Valentin
I remove the useless camera node and it works without any troubles Code: class ImageReadBackNode:public osg::Geode{ void ImageReadBackNode::setTexture(osg::Texture*tex){ //assert(tex-getImage()); class ImageReadBackNodeCallback : public osg::Drawable::DrawCallback {

Re: [osg-users] drawImplementation not called on custom Drawables

2014-11-24 Thread Julien Valentin
Have you tried geom-setUseDisplayList(false) geom-setUseVertexBufferObject(true) ? Trajce Nikolov NICK wrote: I have attached a callback for this, but it is never called as well . Nick On Mon, Nov 24, 2014 at 12:06 PM, Sebastian Messerschmidt () wrote: Hi Nick, I I

Re: [osg-users] Multiple render targets not working.

2014-11-24 Thread Julien Valentin
seams there's a problem in camera setup,but you didn't give it... There's plenty of entries in osg forum concerning RTT camera setup.. hope the further code help Code: setClearMask(GL_COLOR_BUFFER_BIT); // setClearMask( GL_COLOR_BUFFER_BIT);

Re: [osg-users] Multiple render targets not working.

2014-11-25 Thread Julien Valentin
I gave you the code ...can't do more -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61855#61855 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] converting arbitrary model to indexed triangle list

2014-11-25 Thread Julien Valentin
there's more easy Code: export OSG_OPTIMIZER=INDEX_MESH osgconv in.osg out.osg -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61856#61856 ___ osg-users mailing list

Re: [osg-users] Improving this scene frame rate

2014-11-25 Thread Julien Valentin
Seams there really is an overhead on the cull... Further to all advices already given, I would recommend you to use the osgUtil::Optimizer within FLATTEN_STATIC_TRANSFORM and MERGE_GEOMETRY options (Don't forget to set the DataVariance of your osg::Object) Hope it helps Pertur wrote: Hi,

[osg-users] Slave Camera and blit render buffer

2014-11-28 Thread Julien Valentin
Hi, In the frame of mixed geometry/volume rendering, i would like to create depthtexture for a subgraph..this texture is used to stop forward raycast of the volume. In order to do that i would like to: 1)Render subgraph in a fbo with 3 attachements -depth to renderbuffer -depth to texture -color

Re: [osg-users] Slave camera setup and blit render buffer to framebuffer

2014-11-28 Thread Julien Valentin
Julien, I am away from my computer so can't look at you whole post. You description it sound rather like the osgVolume::MultiPassTechnique now part of The svn/trunk version of the Osg. Robert On 28 Nov 2014 19:50, Julien Valentin () wrote: Hi, In the frame of mixed geometry/volume rendering

Re: [osg-users] Slave camera setup and blit render buffer to framebuffer

2014-11-28 Thread Julien Valentin
am away from my computer so can't look at you whole post. You description it sound rather like the osgVolume::MultiPassTechnique now part of The svn/trunk version of the Osg. Robert On 28 Nov 2014 19:50, Julien Valentin () wrote: Hi, In the frame of mixed geometry/volume rendering, i

Re: [osg-users] Slave camera setup and blit render buffer to framebuffer

2014-11-29 Thread Julien Valentin
::MultiPassTechnique now part of The svn/trunk version of the Osg. Robert On 28 Nov 2014 19:50, Julien Valentin () wrote: Hi, In the frame of mixed geometry/volume rendering, i would like to create depthtexture for a subgraph..this texture is used to stop forward raycast of the volume

Re: [osg-users] Shader storage buffer object

2014-12-03 Thread Julien Valentin
Hello all Just by curiosity, I wonder what concrete usage make mandatory the SSBO..? in your scenerio : particle advection doesn't require R/W RAM buffer, ping pong feedback streams are designed for this...(haven't compare perfs but seams obvious) bye -- Read this topic online

Re: [osg-users] Shader storage buffer object

2014-12-03 Thread Julien Valentin
Markus Hein wrote: Hello Julien, hmm, FeedbackTransformBuffers can be used for this, somehow . I think that SSBO's and the very latest GL features making sense if thinking about changing the app design/architecture . Well It's my opinion, but a lot of new GL4 features make me

Re: [osg-users] To Convert QImage to OSG::Image

2014-12-04 Thread Julien Valentin
Hi, Here's some old code i used.. Ther Problem is that it only work for RGBA16F image..I recommend to make usage specific code...unless you're ready to map all osg pixelformats to Qt's; Code: void ManagedImage::load(const QImageim){ for( int row=0;( int )rowim.width();row++)

[osg-users] Use TextureBuffer for TransformFeedBack

2014-12-23 Thread Julien Valentin
Hi, I began to investigate a way to create a transformfeedback pipeline only using opengl 3 features. TextureBuffer as the method bindbufferas wich seams promizing in order to promizing binding TBO as FeedbackBuffer. However according to the doc: Code: The GL_TRANSFORM_FEEDBACK_BUFFER buffer

Re: [osg-users] Is there and artist workflow with OSG?

2014-12-23 Thread Julien Valentin
I don't fully understand what you call artist, but It seams you don't came from the OpenGL worldosg doesn't constrain rendering pipeline..Free to you to build your own shading pipeline. osgFX is (not perfect but) your friend for BumpMapping. For postprocess (or multiple passes shading

[osg-users] Multiples Camera CallBack?

2014-12-23 Thread Julien Valentin
Hi, Tell me I'm dumb but I'm kind of surprise that ones can't add several Camera postdraw callbacks. Is there a reason for it? Ex:I'm using osg::OcclusionQueryNodes in my scene, so when I set the PostDrawCallBack of the Camera during CullTraversal it replaces the one setted up by

Re: [osg-users] Single Camera Multiples PostDraw CallBacks?

2014-12-24 Thread Julien Valentin
Thank you for your answers... Hope It save time to other Merry Xmas all -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62188#62188 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Festive Greetings!

2014-12-24 Thread Julien Valentin
Merry Xmas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62189#62189 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Alembic Plugin

2015-01-03 Thread Julien Valentin
from http://libregraphicsworld.org/blog/entry/collada-becomes-iso-standard The fact that COLLADA is now an ISO standard isn't going to affect pipelines of any of the VFX houses we work with. COLLADA was used a few years ago as an exchange 3D file format for importing/exporting with Autodesk

Re: [osg-users] FLATTEN_STATIC_TRANSFORMS Not Always Working

2015-01-22 Thread Julien Valentin
..seams a DataVariance issue..no? Cary, Karl A. wrote: I was recently doing some updates to a converter we wrote and found that the FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't always flattening the transforms and I do not understand why. I have verified that the

Re: [osg-users] [ANN] [General Purpose Graphical Introspection]

2015-01-22 Thread Julien Valentin
Corrected post with a little more info My basic idea was to use QT wrapping in order to do create and call method object at runtime as cppintrospection … But QML seamed quite promising in order to bring both wrapping and graphical boxing. So I develop some kind of preprecompiler (before moc so

Re: [osg-users] How to make the change of a dynamic node in another thread

2015-01-14 Thread Julien Valentin
BlankDVD wrote: I want to implement a dynamic node. Actually, it is a terrain, changing with time. The calculation costs a lot, which cannot be done in one frame. My silly attempts are as follows: At first, I tried to change vertices in an UpdateCallback, with the whole change done per

Re: [osg-users] Problem using Bones

2015-01-22 Thread Julien Valentin
Try in a simplier example... If problem persist post the code Paradox wrote: Hi, No one idea? :( Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62425#62425 ___

Re: [osg-users] [ANN] [General Purpose Graphical Introspection]

2015-01-17 Thread Julien Valentin
robertosfield wrote: I am not familiar with the QT MetaModel so can't comment on this in particular, but for introspection you can use the osgDB::PropertyInterface that is in the svn/trunk version of the OSG.  I wrote this to facilitate scripting integration.  The PropertInterface

Re: [osg-users] [ANN] [General Purpose Graphical Introspection]

2015-01-17 Thread Julien Valentin
at 09:50, Julien Valentin () wrote: Hello dear OSG-community, http://youtu.be/yAYs5-lYj7k (http://youtu.be/yAYs5-lYj7k) Is anyone know how to raise money for this kind of project? Best regards, Julien -- Read this topic online here: http

[osg-users] [ANN] [General Purpose Graphical Introspection]

2015-01-16 Thread Julien Valentin
Hello dear OSG-community, http://youtu.be/yAYs5-lYj7k Is anyone know how to raise money for this kind of project? Best regards, Julien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62343#62343

Re: [osg-users] [ANN] [General Purpose CPP Graphical Introspection]

2015-01-16 Thread Julien Valentin
mp3butcher wrote: Hello dear OSG-community, http://youtu.be/yAYs5-lYj7k dirty-not-up2date and not-always-available website: http://osg4noob.olympe.in Is anyone know how to raise money for this kind of project? Best regards, Julien -- Read this topic online here:

Re: [osg-users] [ANN] [General Purpose Graphical Introspection]

2015-01-22 Thread Julien Valentin
I'll try to stay simple: pmoc generate customisable and extendable graphical components embedding objects method and I use in a generic Editor to demonstrate the ability to do runtime graphical programmation: The paste feature introspects the selected object and calls the method that can be

[osg-users] [osgtranformfeedback example improvement]

2015-01-18 Thread Julien Valentin
Hi, For the moment the transformfeedback example given is compatible with opengl 3.3 spec... If i understand correctly ARB/transform_feedback2/3.txt , for opengl=4 it's not the correct way to handle TF as classic VBO rely on an array_buffer (GLBufferObject), and so on it disallows the use

Re: [osg-users] [osgtranformfeedback example improvement]

2015-01-18 Thread Julien Valentin
After few self-interrogations and reading of osggpucull..it seams that variant sized TF is a feature only required for gpu culling stuff. So on, in a gl4 context this technic seams to be deprecated by the couple scatteredwrite(replacing the query)+indirectdraw... mp3butcher wrote: Hi,

Re: [osg-users] [ANN] [General Purpose Graphical Introspection]

2015-01-25 Thread Julien Valentin
mp3butcher wrote: the problem i try to solve is generalized runtime graphical programmation. I'll try to stay simple: pmoc generates customisables and extendables graphical components embedding objects methods and they can be use in a generic Editor to demonstrate the ability to do runtime

Re: [osg-users] osgvolume: Swap technique in a VolumeScene fails

2015-06-09 Thread Julien Valentin
be something odd that you are doing. Could you create/modify and example to illustrate this crash? Robert. On 9 June 2015 at 07:36, Julien Valentin wrote: Hi, First, excuse the lack of details of the further, i haven't been able to debug enough to understand where the bug

Re: [osg-users] osgvolume: Swap technique in a VolumeScene fails

2015-06-09 Thread Julien Valentin
be something odd that you are doing. Could you create/modify and example to illustrate this crash? Robert. On 9 June 2015 at 07:36, Julien Valentin wrote: Hi, First, excuse the lack of details of the further, i haven't been able to debug enough to understand where the bug

[osg-users] osgvolume: Swap technique in a VolumeScene fails

2015-06-09 Thread Julien Valentin
Hi, First, excuse the lack of details of the further, i haven't been able to debug enough to understand where the bug is... So, I tried a simple scenario with the osgvolume::MultipassTechnique: I initialize the volume rendering with MultipassTechnique (as in the example) And at runtime I change

Re: [osg-users] how to insert a QWidgetImage in a osgWidget::Window?

2015-06-09 Thread Julien Valentin
Hello, I don't understand what you're doing but if you want to display both Qt widgets and osg 3D in the same window, I think you should take a look at osgviewerQt example. Hope it help..:/ gambr wrote: Hi all, I would like to show a Qt widget in a 3D viewer. I would like to drag it

Re: [osg-users] Volume image crash on the latest version of Nvidia driver

2015-08-04 Thread Julien Valentin
i had the same issue: http://forum.openscenegraph.org/viewtopic.php?t=14304 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64619#64619 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [ANN] [General Purpose Graphical Introspection]

2015-08-04 Thread Julien Valentin
I rewrote all the stuff in order to be integrated in a compilation pipeline: Here's the new skin (some artefact due to a misuse of the garbage collector) video is about connected particle system creation https://www.youtube.com/watch?v=X_AGSXsGeuMfeature=youtu.be (set the quality to 720 in order

Re: [osg-users] [ANN] [General Purpose CPP Graphical Introspection]

2015-11-03 Thread Julien Valentin
ease, add screenshots, video and some information. Currently there's not > enough motivation even to click the project link. > > > 2015-11-03 10:03 GMT+07:00 Julien Valentin < ()>: > > > Here's sources > > https://github.com/mp3butcher/osg4noob/ > >

Re: [osg-users] [ANN] [General Purpose CPP Graphical Introspection]

2015-11-02 Thread Julien Valentin
Here's sources https://github.com/mp3butcher/osg4noob/ [/url] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65519#65519 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Custom Vertex Shader with Parallel Split Shadow Maps

2015-08-31 Thread Julien Valentin
Hi, After a long time here's our answer: Code: vec4 pos=ftransform(); vec3 ecPosition3 = pos.xyz / pos.w; vec4 ecPosition=vec4(ecPosition3,1); gl_TexCoord[1].s = dot( ecPosition, gl_EyePlaneS[1] ); gl_TexCoord[1].t = dot( ecPosition, gl_EyePlaneT[1] );

[osg-users] bug in primitiveset.cpp?

2015-09-07 Thread Julien Valentin
Hello all I notice strange code at l231 of PrimitiveSet.cpp: Code: if (useVertexBufferObjects) { GLBufferObject* ebo = getOrCreateGLBufferObject(state.getContextID()); state.bindElementBufferObject(ebo); if (ebo) { if (_numInstances>=1)

Re: [osg-users] bug in primitiveset.cpp?

2015-09-07 Thread Julien Valentin
This doesn't mean that either the State::bindElementBufferObject(..) or the > DrawElements could should not be fixed though. > > > Are you seeing a crash? > > > > Robert. > > > > Robert. > > > On 7 September 2015 at 18:45, Julie

Re: [osg-users] [Question about StateSet.cpp] truncated attribute override value?

2015-09-10 Thread Julien Valentin
; Regards, Laurens. > > > > > On Wed, Sep 9, 2015 at 7:45 PM, Julien Valentin < ()> wrote: > > > Hi, > > Iwould like to introspect StateSet in order to know which override value is > > activated for a particular stateset. > > I parse Att

Re: [osg-users] [Question about StateSet.cpp] truncated attribute override value?

2015-09-10 Thread Julien Valentin
Thanks, That's what i suspected... Have a good day:) Voerman, L. wrote: > Sorry, you are right, i did not read your question properly.Modes could have > a value OFF, attributes do not, they are always ON > Laurens. > > > On Thu, Sep 10, 2015 at 1:35 PM, Julien Valentin <

[osg-users] [Questio nabout StateSet.cpp] truncated attribute override value?

2015-09-09 Thread Julien Valentin
Hi, Iwould like to introspect StateSet in order to know which override value is activated for a particular stateset. I parse AttributeList for this Code: for( osg::StateSet::AttributeList::const_iterator it=ss->getAttributeList().begin();it!=ss->getAttributeList().end() ; it++) {

Re: [osg-users] [Question about StateSet.cpp] truncated attribute override value?

2015-09-21 Thread Julien Valentin
e OVERRIDE and PROTECTED switches.  The > ON/OFF is only relevant to store for the Mode which StateAttribute and > Uniform's only the OVERRIDE and PROTECTED are significant to store. > > > Does this make sense? > > Robert. > > > > > > > > On 9 S

Re: [osg-users] osg::View NO_LIGHT bug?

2016-06-05 Thread Julien Valentin
If you don't want any light in your scene You just have to setMode(GL_LIGHTING,OFF,OVERRIDE) on you root's stateset Hope it helps Ben Axelrod wrote: > I cannot seem to turn off the light in osg::View. I can change it between > headlight and sky light, but when I try NO_LIGHT, I still get the

[osg-users] confused with setTextureAttributeAndModes

2016-05-26 Thread Julien Valentin
Hi, I had a bug using setTextureAttributeAndModes with a TextureBuffer and realized there are two methods (i used the setTextureAttribute and now all is good) Code: /** Set this StateSet to contain specified attribute and override flag.*/ void setTextureAttribute(unsigned int

Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Julien Valentin
Just my opinion but you shouldn't try to display FBX directly in osg: i don't believe the osg FBX reader deals greatly with animated model A guess could be that there's a bone translation not correctly interpreted either by your FBX blender exporter or either by the osg FBX reader. In all cases

Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Julien Valentin
Hi Paradox As you havent' give us much details (for ex: in my last post I assumed you use osganimation) your problem is hard to diagnose Can you give use the minimum code that cause your issue? Paradox wrote: > Yes, same issue... :( > > > Trajce Nikolov NICK wrote: > > Hi Dario, > > > >

Re: [osg-users] How can a subset of an vertex array marked as dirty ?

2016-06-20 Thread Julien Valentin
Hi mat42x Code: VecArray->getBufferObject->dirty() should be what you're searching for mat42x wrote: > Hi, > > my geometry has a quit large vertex array and uses VBOs. I want to update > just a small subset of the array with new coordinates and let's OSG update > the VBO accordingly. > >

Re: [osg-users] Near/Far problem using models with bones.

2016-06-20 Thread Julien Valentin
Hi Paradox I'm not as experienced with osganimation as i would like but you perhaps experience problem with hardware animation: if hardware animation is enable osg (that is cpu side) has no way to compute bounding volume of your model so it can't compute actual near/far planes... What you can do

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