Hi,
I am converting a project written in pure opengl to use OSG to improve
compatibility and reduce maintenance. The original project used a deferred
rendering pipeline with a pretty big set of custom shaders. I would like to
reuse these shaders with minimum adjustments.
In order to do this I
Hi Sebastian,
Thanks for the quick response. The osg_XXX matrices work perfectly. The
setUseVertexAttributeAliasing() however does not seem to work. Where I had some
output before, now don't get anything with it enabled
Does osg always give the exact layout which you posted? or is this dependen
Hi Sebastian,
I was under the impression that the "layout(...) in ..." command was
essentially a variable declaration and that hence only the location and type
needed to match. I now also changed the name, this does not seem to have any
effect though..
new vertex shader code:
Code:
#version 3
Hi Sebastian,
I'm using the latest stable version from git (which is indeed 3.4.something).
I applied it to the camera of the viewer. Should I have also changed the state
of the camera's which are used to render to the textures (they are part of the
scenegraph of the viewer)?
After trying every
Hi,
When using the shaders to render only one of color/normal/position to a normal
viewer/camera (not to a texture) they all seem to work.
I continued to modify a small MRT example which used older shader code which
relied on gl_Vertex / gl_Normal etc. The moment I added a
setUseVertexAttribu
Hi,
I'm still struggling with getting setUseVertexAttributeAliasing(true) to
combine rendering to textures.
To this end, I made made a tiny change to the osgmultiplerendertargets example
to see if I could adapt that example to work with
setUseVertexAttributeAliasing(true).
Aside from adding s
Hi Sebastian,
I'm compiling under debian jessie 64 bits and am running a NVIDIA GTX 970. The
drivers have been updates recently and I am running version 384.69 now.
I included a compilable minimal example based on the osgmultiplerendertargets
example. Without VertexAttributeAliasing it generate
Hi Sebastian,
Thank you so much for all the time you've put into this! After adding the
shaders to the CreateTextureDisplayQuad() function in the big project which I'm
porting to OSG, it now also has the same output with aliasing on. I would have
probably spend weeks hitting my head against the
Hi,
I'm slowly porting my pure opengl deferred rendering engine to make it OSG
based.
In the original project I kept track of a list of all point lights. For each
light I'd store its properties and a light volume. When rendering a frame, I'd
go over this list and do a stencil pass followed by
Hi,
I'm trying to compute the effect of multiple lights in a deferred shading
setup. The subgraph of my scenegraph which is supposed to take care of this
consists of a root node with a number of RTT cameras as children. All cameras
are configured to write the effect of a single light to the exa
Hi Sebastian,
So I screwed up on both the color clearing and the depth writing, I tried to
disable both is follows.
On the cameras:
Code:
//Disable depth buffer writing
osg::ref_ptr depth = new osg::Depth(osg::Depth::LESS,0,1,false);
camera->getOrCreateStateSet()->setAttribute(depth);
//Disabl
Hi,
1. I enabled blending on the root node of the subtree containing the camera's,
I'm assuming this is carried over to the camera nodes.
2. I am using deferred rendering, all lighting calculations are based on the
information in the GBuffer. I tried to get it to work with one camera and a
sub
Hi,
I am implementing a Gaussian blur effect by alternating between a horizontal
and a vertical blur shader (in the implementation they are the same shader,
switching based on a uniform).
In OSG I managed to implement this by adding the two shaders to geometry nodes
containing a screen sized q
Hi Guy,
Have you enabled the tracking of model,view and projection matrices as well
as the vertex attribute aliasing?
I use this in my own code:
// switch on the uniforms that track the modelview and projection matrices
mViewer->getCamera()->getGraphicsContext()->getState()->setUseModelViewAndPro
Hi,
I am trying to incorporate OSG into a system that has its own input
handling and abstraction layers. Most of the input is handled by the
different components of the system, but I want OSG to handle the camera
input.
As such I need forward a part of my input to the OSG viewer (or perhaps
direct
Hi,
I want to create a specific mesh using osg. I have a set of vertices and a set
of indices for the triangles which the mesh should consist of.
I tried using osg::geometry to create this mesh but I can't figure out how to
specify the triangle vertex indices. Do I need an osg::IndexArray for t
Hi,
I'm trying to use a texture to get some data to a shader. The texure is created
by first creating an osg::Image, setting its pixel values manually and then
assigning the image to a texture. I have verified that the image is created
correctly by writing it to a file.
As for the actual textu
Hi,
Thank you for response robertos, I've been playing around with the code the
last few days and it seems like the filters are doing something, it is just not
what I expected. I'm wondering if I misinterpreted the meaning of a "NEAREST"
filter.
As I understand it, putting both the min and mag
Hi,
As far as I can tell it does not seem to be rendering related, the shader is
really sampling data from the texture that was never in the original image. A
summary of my experiments:
Input is an image which is half red (255,0,0) and half black (0,0,0) and it is
set as a texture for the shad
Hi,
I made an executable example based on the osgtexture2D example. I removed the
code to render the different walls of the cube with the exception of the filter
wall. I kept the rest as close to the original as possible. changes to the code
have been marked using comments.
Essentially all I'm
Hi Robertos,
setting "texture->setResizeNonPowerOfTwoHint(false);" fixed the problem
After being stuck on this problem for more than a week I can safely say that I
would never have found that without your help. I checked the data after
generating the image at which point it was still OK, bu
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