Re: [osg-users] Render to texture problem

2008-11-07 Thread Engvall Åsa
I thought that the texture must be in RGBA to be used in a shader. The callback 
was just for debugging, so I didn't think so much about the format. Now I have 
changed to RGBA format in the callback too. I have also set the viewer to 
singlethreaded, using this command: 
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
 
Unfortunately, the texture is still gray.

Åsa

-Ursprungligt meddelande-
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport
Skickat: den 7 november 2008 08:22
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem

Hi,

any reason why you have RGBA texture, but RGB in callback?

jp

Engvall Åsa wrote:
 Hi!
 
 I want to render the scene to a texture and use the texture in a shader. 
 The texture image is saved to file by a postdraw callback, so I can 
 look at it. I'm doing something wrong because the texture becomes all gray.
 
 My scene graph looks like this:
 
 RTT camera  root
| |
\/
 world
 
 The main viewer looks at the root and the shader program is applied to 
 the root stateset. Below is a code snippet.
 
 I would be very grateful if somebody could point out what I'm doing wrong.
 Thanks in advance,
 
 Åsa Engvall
 
 
 // Create a scene texture.
 osg::Texture2D* texture = new osg::Texture2D;
 texture-setResizeNonPowerOfTwoHint(false);
 texture-setTextureSize(traits-width, traits-height); 
 texture-setInternalFormat(GL_RGBA);
 texture-setFilter(osg::Texture2D::MIN_FILTER, 
 texture-osg::Texture2D::NEAREST); 
 texture-setFilter(osg::Texture2D::MAG_FILTER, 
 texture-osg::Texture2D::NEAREST);
 osg::Image* textureImage = new osg::Image;
 textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA,
 GL_UNSIGNED_BYTE);
 texture-setImage(0, textureImage);
 
 // Add program and uniforms to the root's stateset.
 osg::StateSet* state = root-getOrCreateStateSet();
 state-addUniform(numberOfTimeStepsU);
 state-addUniform(timeConstantU);
 state-addUniform(frameTimeU);
 state-addUniform(sceneTextureU);
 state-addUniform(prevModelViewMatrixU);
 state-addUniform(prevModelViewProjectionMatrixU);
 state-setAttributeAndModes(motionBlurProgram, 
 state-osg::StateAttribute::ON); setTextureAttributeAndModes(0, 
 state-texture, osg::StateAttribute::ON);
 
 // Create a camera that renders the scene to a texture.
 osg::Camera* RTTcamera = new osg::Camera;
 RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); 
 RTTcamera-setClearColor(osg::Vec4(1,1,1,1));
 RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
 RTTcamera-setViewport(0, 0, traits-width, traits-height); 
 RTTcamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR)
 RTTcamera-; setRenderOrder(osg::Camera::PRE_RENDER);
 RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJ
 RTTcamera-ECT); attach(osg::Camera::COLOR_BUFFER, texture); 
 RTTcamera-addChild(world); attach(osg::Camera::COLOR_BUFFER, 
 RTTcamera-textureImage); setPostDrawCallback(new 
 RTTcamera-ScreenShotCallback(traits-width,
 traits-height, *textureImage, GL_RGB, GL_UNSIGNED_BYTE));
 
 
 
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Re: [osg-users] Render to texture problem

2008-11-07 Thread J.P. Delport

Hi,

is your RTT camera the child of anything? I'm just guessing without 
having an example to run.


jp

Engvall Åsa wrote:

I thought that the texture must be in RGBA to be used in a shader. The callback 
was just for debugging, so I didn't think so much about the format. Now I have 
changed to RGBA format in the callback too. I have also set the viewer to 
singlethreaded, using this command: 
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
 
Unfortunately, the texture is still gray.


Åsa

-Ursprungligt meddelande-
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport
Skickat: den 7 november 2008 08:22
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem

Hi,

any reason why you have RGBA texture, but RGB in callback?

jp

Engvall Åsa wrote:

Hi!

I want to render the scene to a texture and use the texture in a shader. 
The texture image is saved to file by a postdraw callback, so I can 
look at it. I'm doing something wrong because the texture becomes all gray.


My scene graph looks like this:

RTT camera  root
   | |
   \/
world

The main viewer looks at the root and the shader program is applied to 
the root stateset. Below is a code snippet.


I would be very grateful if somebody could point out what I'm doing wrong.
Thanks in advance,

Åsa Engvall


// Create a scene texture.
osg::Texture2D* texture = new osg::Texture2D;
texture-setResizeNonPowerOfTwoHint(false);
texture-setTextureSize(traits-width, traits-height); 
texture-setInternalFormat(GL_RGBA);
texture-setFilter(osg::Texture2D::MIN_FILTER, 
texture-osg::Texture2D::NEAREST); 
texture-setFilter(osg::Texture2D::MAG_FILTER, 
texture-osg::Texture2D::NEAREST);

osg::Image* textureImage = new osg::Image;
textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA,
GL_UNSIGNED_BYTE);
texture-setImage(0, textureImage);

// Add program and uniforms to the root's stateset.
osg::StateSet* state = root-getOrCreateStateSet();
state-addUniform(numberOfTimeStepsU);
state-addUniform(timeConstantU);
state-addUniform(frameTimeU);
state-addUniform(sceneTextureU);
state-addUniform(prevModelViewMatrixU);
state-addUniform(prevModelViewProjectionMatrixU);
state-setAttributeAndModes(motionBlurProgram, 
state-osg::StateAttribute::ON); setTextureAttributeAndModes(0, 
state-texture, osg::StateAttribute::ON);


// Create a camera that renders the scene to a texture.
osg::Camera* RTTcamera = new osg::Camera;
RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); 
RTTcamera-setClearColor(osg::Vec4(1,1,1,1));
RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
RTTcamera-setViewport(0, 0, traits-width, traits-height); 
RTTcamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR)

RTTcamera-; setRenderOrder(osg::Camera::PRE_RENDER);
RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJ
RTTcamera-ECT); attach(osg::Camera::COLOR_BUFFER, texture); 
RTTcamera-addChild(world); attach(osg::Camera::COLOR_BUFFER, 
RTTcamera-textureImage); setPostDrawCallback(new 
RTTcamera-ScreenShotCallback(traits-width,

traits-height, *textureImage, GL_RGB, GL_UNSIGNED_BYTE));



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Re: [osg-users] Render to texture problem

2008-11-07 Thread Engvall Åsa
No, it isn't. Should it be? 
I tried to draw the scenegraph in my first message, but it's not easy just 
using text. 
If you want more code, please tell me. 

Åsa

-Ursprungligt meddelande-
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport
Skickat: den 7 november 2008 09:42
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem

Hi,

is your RTT camera the child of anything? I'm just guessing without having an 
example to run.

jp

Engvall Åsa wrote:
 I thought that the texture must be in RGBA to be used in a shader. The 
 callback was just for debugging, so I didn't think so much about the 
 format. Now I have changed to RGBA format in the callback too. I have 
 also set the viewer to singlethreaded, using this command: 
 viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
  
 Unfortunately, the texture is still gray.
 
 Åsa
 
 -Ursprungligt meddelande-
 Från: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] För J.P. Delport
 Skickat: den 7 november 2008 08:22
 Till: OpenSceneGraph Users
 Ämne: Re: [osg-users] Render to texture problem
 
 Hi,
 
 any reason why you have RGBA texture, but RGB in callback?
 
 jp
 
 Engvall Åsa wrote:
 Hi!

 I want to render the scene to a texture and use the texture in a shader. 
 The texture image is saved to file by a postdraw callback, so I can 
 look at it. I'm doing something wrong because the texture becomes all gray.

 My scene graph looks like this:

 RTT camera  root
| |
\/
 world

 The main viewer looks at the root and the shader program is applied 
 to the root stateset. Below is a code snippet.

 I would be very grateful if somebody could point out what I'm doing wrong.
 Thanks in advance,

 Åsa Engvall


 // Create a scene texture.
 osg::Texture2D* texture = new osg::Texture2D;
 texture-setResizeNonPowerOfTwoHint(false);
 texture-setTextureSize(traits-width, traits-height); 
 texture-setInternalFormat(GL_RGBA);
 texture-setFilter(osg::Texture2D::MIN_FILTER,
 texture-osg::Texture2D::NEAREST);
 texture-setFilter(osg::Texture2D::MAG_FILTER,
 texture-osg::Texture2D::NEAREST);
 osg::Image* textureImage = new osg::Image;
 textureImage-allocateImage(traits-width, traits-height, 1, 
 textureImage-GL_RGBA,
 GL_UNSIGNED_BYTE);
 texture-setImage(0, textureImage);

 // Add program and uniforms to the root's stateset.
 osg::StateSet* state = root-getOrCreateStateSet();
 state-addUniform(numberOfTimeStepsU);
 state-addUniform(timeConstantU);
 state-addUniform(frameTimeU);
 state-addUniform(sceneTextureU);
 state-addUniform(prevModelViewMatrixU);
 state-addUniform(prevModelViewProjectionMatrixU);
 state-setAttributeAndModes(motionBlurProgram,
 state-osg::StateAttribute::ON); setTextureAttributeAndModes(0, 
 state-texture, osg::StateAttribute::ON);

 // Create a camera that renders the scene to a texture.
 osg::Camera* RTTcamera = new osg::Camera;
 RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); 
 RTTcamera-setClearColor(osg::Vec4(1,1,1,1));
 RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
 RTTcamera-setViewport(0, 0, traits-width, traits-height);
 RTTcamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR
 RTTcamera-) ; setRenderOrder(osg::Camera::PRE_RENDER);
 RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OB
 RTTcamera-J ECT); attach(osg::Camera::COLOR_BUFFER, texture); 
 RTTcamera-addChild(world); attach(osg::Camera::COLOR_BUFFER, 
 RTTcamera-textureImage); setPostDrawCallback(new 
 RTTcamera-ScreenShotCallback(traits-width,
 traits-height, *textureImage, GL_RGB, GL_UNSIGNED_BYTE));



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Re: [osg-users] Render to texture problem

2008-11-07 Thread Andreas Lindmark
The camera has to be somewhere in the scenegraph under the root.
Something like this:

 Root
 /\
RTTCamera  Node1
 \/
World

Set the uniforms that you currently set at the Root in Node1 instead and
they will not be used when rendering with the RTTCamera.

/Andreas

2008/11/7 Engvall Åsa [EMAIL PROTECTED]

 No, it isn't. Should it be?
 I tried to draw the scenegraph in my first message, but it's not easy just
 using text.
 If you want more code, please tell me.

 Åsa

 -Ursprungligt meddelande-
 Från: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] För J.P. Delport
 Skickat: den 7 november 2008 09:42
 Till: OpenSceneGraph Users
 Ämne: Re: [osg-users] Render to texture problem

 Hi,

 is your RTT camera the child of anything? I'm just guessing without having
 an example to run.

 jp

 Engvall Åsa wrote:
  I thought that the texture must be in RGBA to be used in a shader. The
  callback was just for debugging, so I didn't think so much about the
  format. Now I have changed to RGBA format in the callback too. I have
  also set the viewer to singlethreaded, using this command:
  viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
 
  Unfortunately, the texture is still gray.
 
  Åsa
 
  -Ursprungligt meddelande-
  Från: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] För J.P. Delport
  Skickat: den 7 november 2008 08:22
  Till: OpenSceneGraph Users
  Ämne: Re: [osg-users] Render to texture problem
 
  Hi,
 
  any reason why you have RGBA texture, but RGB in callback?
 
  jp
 
  Engvall Åsa wrote:
  Hi!
 
  I want to render the scene to a texture and use the texture in a shader.
  The texture image is saved to file by a postdraw callback, so I can
  look at it. I'm doing something wrong because the texture becomes all
 gray.
 
  My scene graph looks like this:
 
  RTT camera  root
 | |
 \/
  world
 
  The main viewer looks at the root and the shader program is applied
  to the root stateset. Below is a code snippet.
 
  I would be very grateful if somebody could point out what I'm doing
 wrong.
  Thanks in advance,
 
  Åsa Engvall
 
 
  // Create a scene texture.
  osg::Texture2D* texture = new osg::Texture2D;
  texture-setResizeNonPowerOfTwoHint(false);
  texture-setTextureSize(traits-width, traits-height);
  texture-setInternalFormat(GL_RGBA);
  texture-setFilter(osg::Texture2D::MIN_FILTER,
  texture-osg::Texture2D::NEAREST);
  texture-setFilter(osg::Texture2D::MAG_FILTER,
  texture-osg::Texture2D::NEAREST);
  osg::Image* textureImage = new osg::Image;
  textureImage-allocateImage(traits-width, traits-height, 1,
  textureImage-GL_RGBA,
  GL_UNSIGNED_BYTE);
  texture-setImage(0, textureImage);
 
  // Add program and uniforms to the root's stateset.
  osg::StateSet* state = root-getOrCreateStateSet();
  state-addUniform(numberOfTimeStepsU);
  state-addUniform(timeConstantU);
  state-addUniform(frameTimeU);
  state-addUniform(sceneTextureU);
  state-addUniform(prevModelViewMatrixU);
  state-addUniform(prevModelViewProjectionMatrixU);
  state-setAttributeAndModes(motionBlurProgram,
  state-osg::StateAttribute::ON); setTextureAttributeAndModes(0,
  state-texture, osg::StateAttribute::ON);
 
  // Create a camera that renders the scene to a texture.
  osg::Camera* RTTcamera = new osg::Camera;
  RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
  RTTcamera-setClearColor(osg::Vec4(1,1,1,1));
  RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  RTTcamera-setViewport(0, 0, traits-width, traits-height);
  RTTcamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR
  RTTcamera-) ; setRenderOrder(osg::Camera::PRE_RENDER);
  RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OB
  RTTcamera-J ECT); attach(osg::Camera::COLOR_BUFFER, texture);
  RTTcamera-addChild(world); attach(osg::Camera::COLOR_BUFFER,
  RTTcamera-textureImage); setPostDrawCallback(new
  RTTcamera-ScreenShotCallback(traits-width,
  traits-height, *textureImage, GL_RGB, GL_UNSIGNED_BYTE));
 
 
 
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Re: [osg-users] Render to texture problem

2008-11-07 Thread Engvall Åsa
Thank you J P and Andreas! Now it works.

It isn't obvious to me why the RTT camera must be under the viewer. I just 
thought of the viewer as a camera which looks at the scene. Is the viewer more 
like something that collects the pictures from all cameras and make them 
visible to the user?  

Trying to learn more...

Åsa
 

-Ursprungligt meddelande-
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport
Skickat: den 7 november 2008 13:47
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem

I just read quickly, but it seems your camera is still not under the viewer, try

viewer.setSceneData(root);

jp

Engvall Åsa wrote:
 Hi again!
 Now I have changed my scenegraph according to your drawing, and put 
 the RTT camera under a root node, but it still doesn't work.
  
 This time I attach all the code in my application, hope anybody has 
 time to have a look at it.
  
 Åsa
  
 
 // Create group nodes.
 osg::Group* root = new osg::Group;
 osg::Group* worldParent = new osg::Group;
 osg::Group* world = new osg::Group;
 root-addChild(worldParent);
 worldParent-addChild(world);
 
 // Create a sphere object.
 osg::Sphere* sphere = new osg::Sphere(osg::Vec3(0, 0, 0), 10);
 osg::ShapeDrawable* sphereDrawable = new osg::ShapeDrawable(sphere);
 sphereDrawable-setColor(osg::Vec4(0, 0, 0, 1));
 osg::Geode* object = new osg::Geode();
 object-addDrawable(sphereDrawable);
 
 // Create a transform node for the sphere object.
 osg::PositionAttitudeTransform* objectTransform = new 
 osg::PositionAttitudeTransform;
 objectTransform-addChild(object);
 world-addChild(objectTransform);
 
 // Create a viewer that looks at the world.
 osgViewer::Viewer viewer;
 viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
 viewer.setSceneData(worldParent);
 
 // Create a graphics window.
 osg::ref_ptrosg::GraphicsContext::Traits traits = new 
 osg::GraphicsContext::Traits;
 traits-x = 100;
 traits-y = 100;
 traits-width = 640;
 traits-height = 480;
 traits-windowDecoration = true;
 traits-doubleBuffer = true;
 traits-sharedContext = 0;
 
 // Create main camera.
 osg::ref_ptrosg::GraphicsContext gc = 
 osg::GraphicsContext::createGraphicsContext(traits.get());
 osg::ref_ptrosg::Camera camera = viewer.getCamera();
 camera-setGraphicsContext(gc.get());
 camera-setViewport(new osg::Viewport(0, 0, traits-width, 
 camera-traits-height));
 GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT;
 camera-setDrawBuffer(buffer);
 camera-setReadBuffer(buffer);
 camera-setClearColor(osg::Vec4(1,1,1,1));
 
 // Camera callback for capturing the image.
 osg::Image* image = new osg::Image;
 camera-setPostDrawCallback(new ScreenShotCallback(traits-width,
 traits-height, *image, GL_RGBA, GL_UNSIGNED_BYTE));
 
 // Create shader objects.
 osg::Shader* motionBlurVertexShader = new 
 osg::Shader(osg::Shader::VERTEX);
 osg::Shader* motionBlurFragmentShader = new 
 osg::Shader(osg::Shader::FRAGMENT);
 motionBlurVertexShader-loadShaderSourceFromFile
  (H:/My Documents/Visual Studio
 2008/Projects/osg_sfunction/osg_sfunction/motionblur.vert);
 motionBlurFragmentShader-loadShaderSourceFromFile
  (H:/My Documents/Visual Studio
 2008/Projects/osg_sfunction/osg_sfunction/motionblur.frag);
 
 // Add shader objects to a program.
 osg::Program* motionBlurProgram = new osg::Program;
 motionBlurProgram-addShader(motionBlurVertexShader);
 motionBlurProgram-addShader(motionBlurFragmentShader);
 
 // Define uniforms that will be passed to the shader.
 osg::Uniform* numberOfTimeStepsU = new 
 osg::Uniform(numberOfTimeSteps, int(10));
 osg::Uniform* timeConstantU = new osg::Uniform(timeConstant, 
 float(0.01));
 osg::Uniform* frameTimeU = new osg::Uniform(frameTime, float(0.02));
 osg::Uniform* sceneTextureU = new osg::Uniform(sceneTexture, 0);
 osg::Uniform* prevModelViewMatrixU = new 
 osg::Uniform(osg::Uniform::FLOAT_MAT4, prevModelViewMatrix);
 osg::Uniform* prevModelViewProjectionMatrixU = new 
 osg::Uniform(osg::Uniform::FLOAT_MAT4, 
 prevModelViewProjectionMatrix);
 
 // Create a scene texture.
 osg::Texture2D* texture = new osg::Texture2D;
 texture-setResizeNonPowerOfTwoHint(false);
 texture-setTextureSize(traits-width, traits-height); 
 texture-setInternalFormat(GL_RGBA);
 texture-setFilter(osg::Texture2D::MIN_FILTER, 
 texture-osg::Texture2D::NEAREST); 
 texture-setFilter(osg::Texture2D::MAG_FILTER, 
 texture-osg::Texture2D::NEAREST);
 osg::Image* textureImage = new osg::Image;
 textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA,
 GL_UNSIGNED_BYTE);
 texture-setImage(0, textureImage);
 
 // Add program and uniforms to the world parent's stateset.
 osg::StateSet* state = worldParent-getOrCreateStateSet();
 state-addUniform(numberOfTimeStepsU);
 state-addUniform(timeConstantU);
 state-addUniform(frameTimeU);
 state-addUniform(sceneTextureU);
 state-addUniform(prevModelViewMatrixU);
 state-addUniform(prevModelViewProjectionMatrixU);
 state-setAttributeAndModes(motionBlurProgram, 
 state-osg

Re: [osg-users] Render to texture problem

2008-11-07 Thread Robert Osfield
Hi Asa,

On Fri, Nov 7, 2008 at 1:16 PM, Engvall Åsa [EMAIL PROTECTED] wrote:
 It isn't obvious to me why the RTT camera must be under the viewer. I just 
 thought of the viewer as a camera which looks at the scene. Is the viewer 
 more like something that collects the pictures from all cameras and make them 
 visible to the user?

It's the viewer that drivers the rendering as part of the
viewer.renderingTraversals() called from the viewer.frame() method.
The viewer can only render what it knows about it, Camera's don't go
off rendering by themselves.

Robert.
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Re: [osg-users] Render to texture problem - resolved

2008-11-07 Thread Engvall Åsa
OK, that sounds logical.
Thank you, bye for now!

Åsa

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Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För Robert Osfield
Skickat: den 7 november 2008 14:22
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem

Hi Asa,

On Fri, Nov 7, 2008 at 1:16 PM, Engvall Åsa [EMAIL PROTECTED] wrote:
 It isn't obvious to me why the RTT camera must be under the viewer. I just 
 thought of the viewer as a camera which looks at the scene. Is the viewer 
 more like something that collects the pictures from all cameras and make them 
 visible to the user?

It's the viewer that drivers the rendering as part of the
viewer.renderingTraversals() called from the viewer.frame() method.
The viewer can only render what it knows about it, Camera's don't go off 
rendering by themselves.

Robert.
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Re: [osg-users] Render to texture problem

2008-11-07 Thread J.P. Delport
);
RTTcamera-attach(osg::Camera::COLOR_BUFFER, textureImage);
RTTcamera-setPostDrawCallback(new ScreenShotCallback(traits-width, 
traits-height, *textureImage, GL_RGBA, GL_UNSIGNED_BYTE));


// Object position in world coordinates.
objectTransform-setPosition(osg::Vec3(-25, 0, 0));

// Camera position in world coordinates.
osg::Matrixd cameraMatrix;
osg::Matrixd cameraRotation;
osg::Matrixd cameraTrans;
cameraRotation.makeRotate(osg::DegreesToRadians(0.0), osg::Vec3(0,1,0), 
// roll

osg::DegreesToRadians(0.0), osg::Vec3(1,0,0), // pitch
osg::DegreesToRadians(0.0), osg::Vec3(0,0,1)); // yaw
cameraTrans.makeTranslate(0, -500, 0);
cameraMatrix = cameraRotation*cameraTrans;

// The view matrix is the inverse of the camera position matrix.
osg::Matrixd viewMatrix = cameraMatrix.inverse(cameraMatrix);
osg::Matrixd rotationToYUp;// Conversion to OpenGL Y up standard.
rotationToYUp.makeRotate(-M_PI/2.0, osg::Vec3(1.0, 0.0, 0.0));
viewMatrix = viewMatrix*rotationToYUp;

// Set view and projection matrices.
camera-setViewMatrix(viewMatrix);
camera-setProjectionMatrixAsPerspective(10., 4.0/3.0, 1., 1000.);
RTTcamera-setViewMatrix(viewMatrix);
RTTcamera-setProjectionMatrixAsPerspective(10., 4.0/3.0, 1., 1000.);

// Create callbacks for updating uniform values.
osg::NodePath np;
np.push_back(objectTransform);
prevModelViewMatrixU-setUpdateCallback(new 
UpdateUniformCallback(UpdateUniformCallback::MODEL_VIEW, np, camera.get()));
prevModelViewProjectionMatrixU-setUpdateCallback(new 
UpdateUniformCallback(UpdateUniformCallback::MODEL_VIEW_PROJECTION, np, 
camera.get()));


// Show first frame.
if (!viewer.isRealized())
{
viewer.realize();
}
viewer.frame();
if (image-data())
{
osgDB::writeImageFile(*image, h:/temp/blurImage1.bmp);
}
if (textureImage-data())
{
osgDB::writeImageFile(*textureImage, h:/temp/textureImage1.bmp);
}

// Move the sphere object.
objectTransform-setPosition(osg::Vec3(25, 0, 0));

// Show second frame.
viewer.frame();
if (image-data())
{
osgDB::writeImageFile(*image, h:/temp/blurImage2.bmp);
}
if (textureImage-data())
{
osgDB::writeImageFile(*textureImage, h:/temp/textureImage2.bmp);
}
while (!viewer.done())
{
viewer.frame();
}



*Från:* [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] *För *Andreas Lindmark

*Skickat:* den 7 november 2008 10:33
*Till:* OpenSceneGraph Users
*Ämne:* Re: [osg-users] Render to texture problem

The camera has to be somewhere in the scenegraph under the root.
Something like this:

 Root
 /\
RTTCamera  Node1
 \/
World

Set the uniforms that you currently set at the Root in Node1 instead and 
they will not be used when rendering with the RTTCamera.


/Andreas

2008/11/7 Engvall Åsa [EMAIL PROTECTED] 
mailto:[EMAIL PROTECTED]


No, it isn't. Should it be?
I tried to draw the scenegraph in my first message, but it's not
easy just using text.
If you want more code, please tell me.

Åsa

-Ursprungligt meddelande-
Från: [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]] För J.P. Delport
Skickat: den 7 november 2008 09:42
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem

Hi,

is your RTT camera the child of anything? I'm just guessing without
having an example to run.

jp

Engvall Åsa wrote:
  I thought that the texture must be in RGBA to be used in a
shader. The
  callback was just for debugging, so I didn't think so much about the
  format. Now I have changed to RGBA format in the callback too. I have
  also set the viewer to singlethreaded, using this command:
  viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
 
  Unfortunately, the texture is still gray.
 
  Åsa
 
  -Ursprungligt meddelande-
  Från: [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]] För J.P. Delport
  Skickat: den 7 november 2008 08:22
  Till: OpenSceneGraph Users
  Ämne: Re: [osg-users] Render to texture problem
 
  Hi,
 
  any reason why you have RGBA texture, but RGB in callback?
 
  jp
 
  Engvall Åsa wrote:
  Hi!
 
  I want to render the scene to a texture and use the texture in a
shader.
  The texture image is saved to file by a postdraw callback, so I can
  look at it. I'm doing something wrong because the texture
becomes all gray.
 
  My scene graph looks like this:
 
  RTT camera  root
 | |
 \/
  world
 
  The main viewer looks at the root and the shader program is applied
  to the root stateset. Below is a code snippet.
 
  I would be very grateful if somebody could point out what I'm
doing wrong

Re: [osg-users] Render to texture problem

2008-11-07 Thread Engvall Åsa
, *textureImage, GL_RGBA, GL_UNSIGNED_BYTE));

// Object position in world coordinates.
objectTransform-setPosition(osg::Vec3(-25, 0, 0)); 

// Camera position in world coordinates.
osg::Matrixd cameraMatrix;
osg::Matrixd cameraRotation;
osg::Matrixd cameraTrans;
cameraRotation.makeRotate(osg::DegreesToRadians(0.0), osg::Vec3(0,1,0), // roll
osg::DegreesToRadians(0.0), osg::Vec3(1,0,0), // pitch
osg::DegreesToRadians(0.0), osg::Vec3(0,0,1)); // yaw 
cameraTrans.makeTranslate(0, -500, 0);
cameraMatrix = cameraRotation*cameraTrans;

// The view matrix is the inverse of the camera position matrix.
osg::Matrixd viewMatrix = cameraMatrix.inverse(cameraMatrix);
osg::Matrixd rotationToYUp;// Conversion to OpenGL Y up standard.
rotationToYUp.makeRotate(-M_PI/2.0, osg::Vec3(1.0, 0.0, 0.0)); 
viewMatrix = viewMatrix*rotationToYUp; 

// Set view and projection matrices.
camera-setViewMatrix(viewMatrix);
camera-setProjectionMatrixAsPerspective(10., 4.0/3.0, 1., 1000.);
RTTcamera-setViewMatrix(viewMatrix);
RTTcamera-setProjectionMatrixAsPerspective(10., 4.0/3.0, 1., 1000.);

// Create callbacks for updating uniform values.
osg::NodePath np;
np.push_back(objectTransform);
prevModelViewMatrixU-setUpdateCallback(new 
UpdateUniformCallback(UpdateUniformCallback::MODEL_VIEW, np, camera.get()));
prevModelViewProjectionMatrixU-setUpdateCallback(new 
UpdateUniformCallback(UpdateUniformCallback::MODEL_VIEW_PROJECTION, np, 
camera.get()));

// Show first frame.
if (!viewer.isRealized())
{
viewer.realize();
}
viewer.frame();
if (image-data())
{
osgDB::writeImageFile(*image, h:/temp/blurImage1.bmp);
}
if (textureImage-data())
{
osgDB::writeImageFile(*textureImage, h:/temp/textureImage1.bmp);
}

// Move the sphere object.
objectTransform-setPosition(osg::Vec3(25, 0, 0)); 

// Show second frame.
viewer.frame();
if (image-data())
{
osgDB::writeImageFile(*image, h:/temp/blurImage2.bmp);
}
if (textureImage-data())
{
osgDB::writeImageFile(*textureImage, h:/temp/textureImage2.bmp);
}
while (!viewer.done())
{
viewer.frame();
}





Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För Andreas Lindmark
Skickat: den 7 november 2008 10:33
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem


The camera has to be somewhere in the scenegraph under the root. 
Something like this:

 Root
 /\
RTTCamera  Node1
 \/
World

Set the uniforms that you currently set at the Root in Node1 instead and they 
will not be used when rendering with the RTTCamera.

/Andreas


2008/11/7 Engvall Åsa [EMAIL PROTECTED]


No, it isn't. Should it be?
I tried to draw the scenegraph in my first message, but it's not easy 
just using text.
If you want more code, please tell me.


Åsa

-Ursprungligt meddelande-
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport

Skickat: den 7 november 2008 09:42

Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem

Hi,

is your RTT camera the child of anything? I'm just guessing without 
having an example to run.

jp

Engvall Åsa wrote:
 I thought that the texture must be in RGBA to be used in a shader. The
 callback was just for debugging, so I didn't think so much about the
 format. Now I have changed to RGBA format in the callback too. I have
 also set the viewer to singlethreaded, using this command:
 viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);

 Unfortunately, the texture is still gray.

 Åsa

 -Ursprungligt meddelande-
 Från: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] För J.P. Delport
 Skickat: den 7 november 2008 08:22
 Till: OpenSceneGraph Users
 Ämne: Re: [osg-users] Render to texture problem

 Hi,

 any reason why you have RGBA texture, but RGB in callback?

 jp

 Engvall Åsa wrote:
 Hi!

 I want to render the scene to a texture and use the texture in a 
shader.
 The texture image is saved to file by a postdraw callback, so I can
 look at it. I'm doing something wrong because the texture becomes 
all gray.

 My scene graph looks like this:

 RTT camera  root
| |
\/
 world

 The main viewer looks at the root and the shader program is applied
 to the root stateset. Below is a code snippet.

 I would be very grateful if somebody could point out what I'm doing 
wrong.
 Thanks in advance,

 Åsa Engvall


 // Create a scene texture

[osg-users] Render to texture problem

2008-11-06 Thread Engvall Åsa
Hi!

I want to render the scene to a texture and use the texture in a shader. The 
texture image is saved to file by a postdraw callback, so I can look at it. I'm 
doing something wrong because the texture becomes all gray.
My scene graph looks like this:

RTT camera  root
   | |
   \/
world

The main viewer looks at the root and the shader program is applied to the root 
stateset. Below is a code snippet.

I would be very grateful if somebody could point out what I'm doing wrong.
Thanks in advance,

Åsa Engvall


// Create a scene texture.
osg::Texture2D* texture = new osg::Texture2D;
texture-setResizeNonPowerOfTwoHint(false);
texture-setTextureSize(traits-width, traits-height);
texture-setInternalFormat(GL_RGBA);
texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST);
osg::Image* textureImage = new osg::Image;
textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA, 
GL_UNSIGNED_BYTE);
texture-setImage(0, textureImage);

// Add program and uniforms to the root's stateset.
osg::StateSet* state = root-getOrCreateStateSet();
state-addUniform(numberOfTimeStepsU);
state-addUniform(timeConstantU);
state-addUniform(frameTimeU);
state-addUniform(sceneTextureU);
state-addUniform(prevModelViewMatrixU);
state-addUniform(prevModelViewProjectionMatrixU);
state-setAttributeAndModes(motionBlurProgram, osg::StateAttribute::ON);
state-setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);

// Create a camera that renders the scene to a texture.
osg::Camera* RTTcamera = new osg::Camera;
RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);  
RTTcamera-setClearColor(osg::Vec4(1,1,1,1));
RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
RTTcamera-setViewport(0, 0, traits-width, traits-height);
RTTcamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
RTTcamera-setRenderOrder(osg::Camera::PRE_RENDER);
RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
RTTcamera-attach(osg::Camera::COLOR_BUFFER, texture);
RTTcamera-addChild(world);
RTTcamera-attach(osg::Camera::COLOR_BUFFER, textureImage);
RTTcamera-setPostDrawCallback(new ScreenShotCallback(traits-width, 
traits-height, *textureImage, GL_RGB, GL_UNSIGNED_BYTE));


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Re: [osg-users] Render to texture problem

2008-11-06 Thread Csaba Halász
On Thu, Nov 6, 2008 at 5:16 PM, Engvall Åsa [EMAIL PROTECTED] wrote:

 I want to render the scene to a texture and use the texture in a shader. The
 texture image is saved to file by a postdraw callback, so I can look at it.
 I'm doing something wrong because the texture becomes all gray.

I have the same problem.
To make things worse, I have modified the osgdistortion example and that works.
Unfortunately I was unable to pinpoint the difference between my
application and the working example.
I hope maybe somebody can list known caveats/requirements to using image attach.
FWIW, it works if I don't attach the image, and use readPixels in a
final draw callback. But I assume that is suboptimal (it does cause
significant increase in the draw times).

-- 
Csaba
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Re: [osg-users] Render to texture problem

2008-11-06 Thread J.P. Delport

Hi,

can you force single threaded osgviewer and see if it still is a problem?

jp

Engvall Åsa wrote:

Hi!

I want to render the scene to a texture and use the texture in a shader. 
The texture image is saved to file by a postdraw callback, so I can look 
at it. I'm doing something wrong because the texture becomes all gray.


My scene graph looks like this:

RTT camera  root
   | |
   \/
world

The main viewer looks at the root and the shader program is applied to 
the root stateset. Below is a code snippet.


I would be very grateful if somebody could point out what I'm doing wrong.
Thanks in advance,

Åsa Engvall


// Create a scene texture.
osg::Texture2D* texture = new osg::Texture2D;
texture-setResizeNonPowerOfTwoHint(false);
texture-setTextureSize(traits-width, traits-height);
texture-setInternalFormat(GL_RGBA);
texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST);
osg::Image* textureImage = new osg::Image;
textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA, 
GL_UNSIGNED_BYTE);

texture-setImage(0, textureImage);

// Add program and uniforms to the root's stateset.
osg::StateSet* state = root-getOrCreateStateSet();
state-addUniform(numberOfTimeStepsU);
state-addUniform(timeConstantU);
state-addUniform(frameTimeU);
state-addUniform(sceneTextureU);
state-addUniform(prevModelViewMatrixU);
state-addUniform(prevModelViewProjectionMatrixU);
state-setAttributeAndModes(motionBlurProgram, osg::StateAttribute::ON);
state-setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);

// Create a camera that renders the scene to a texture.
osg::Camera* RTTcamera = new osg::Camera;
RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); 
RTTcamera-setClearColor(osg::Vec4(1,1,1,1));

RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
RTTcamera-setViewport(0, 0, traits-width, traits-height);
RTTcamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
RTTcamera-setRenderOrder(osg::Camera::PRE_RENDER);
RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
RTTcamera-attach(osg::Camera::COLOR_BUFFER, texture);
RTTcamera-addChild(world);
RTTcamera-attach(osg::Camera::COLOR_BUFFER, textureImage);
RTTcamera-setPostDrawCallback(new ScreenShotCallback(traits-width, 
traits-height, *textureImage, GL_RGB, GL_UNSIGNED_BYTE));






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Re: [osg-users] Render to texture problem

2008-11-06 Thread J.P. Delport

Hi,

any reason why you have RGBA texture, but RGB in callback?

jp

Engvall Åsa wrote:

Hi!

I want to render the scene to a texture and use the texture in a shader. 
The texture image is saved to file by a postdraw callback, so I can look 
at it. I'm doing something wrong because the texture becomes all gray.


My scene graph looks like this:

RTT camera  root
   | |
   \/
world

The main viewer looks at the root and the shader program is applied to 
the root stateset. Below is a code snippet.


I would be very grateful if somebody could point out what I'm doing wrong.
Thanks in advance,

Åsa Engvall


// Create a scene texture.
osg::Texture2D* texture = new osg::Texture2D;
texture-setResizeNonPowerOfTwoHint(false);
texture-setTextureSize(traits-width, traits-height);
texture-setInternalFormat(GL_RGBA);
texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST);
osg::Image* textureImage = new osg::Image;
textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA, 
GL_UNSIGNED_BYTE);

texture-setImage(0, textureImage);

// Add program and uniforms to the root's stateset.
osg::StateSet* state = root-getOrCreateStateSet();
state-addUniform(numberOfTimeStepsU);
state-addUniform(timeConstantU);
state-addUniform(frameTimeU);
state-addUniform(sceneTextureU);
state-addUniform(prevModelViewMatrixU);
state-addUniform(prevModelViewProjectionMatrixU);
state-setAttributeAndModes(motionBlurProgram, osg::StateAttribute::ON);
state-setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);

// Create a camera that renders the scene to a texture.
osg::Camera* RTTcamera = new osg::Camera;
RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); 
RTTcamera-setClearColor(osg::Vec4(1,1,1,1));

RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
RTTcamera-setViewport(0, 0, traits-width, traits-height);
RTTcamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
RTTcamera-setRenderOrder(osg::Camera::PRE_RENDER);
RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
RTTcamera-attach(osg::Camera::COLOR_BUFFER, texture);
RTTcamera-addChild(world);
RTTcamera-attach(osg::Camera::COLOR_BUFFER, textureImage);
RTTcamera-setPostDrawCallback(new ScreenShotCallback(traits-width, 
traits-height, *textureImage, GL_RGB, GL_UNSIGNED_BYTE));






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[osg-users] Render To Texture problem in a Reflection algorithm

2007-12-02 Thread zhangguilian
Hi,
In an algorithm of reflection I used Render To Texture, part of the code is:

 Texture2D* reflectionTex=new Texture2D;//rtt texture 
  reflectionTex-setTextureSize(512, 512);
  reflectionTex-setInternalFormat(GL_RGBA);
  reflectionTex-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
  reflectionTex-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
  reflectionTex-setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_EDGE);
  reflectionTex-setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_EDGE);

  CameraNode * rttcamera=new CameraNode;//rttcam  
  rttcamera-setCullingMode(CullSettings::NO_CULLING);
  rttcamera-setCullingActive(false);
  rttcamera-setClearMask(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);

 // rttcamera-setViewport(0,0,512,512);
  rttcamera-setRenderOrder(CameraNode::PRE_RENDER);
  
rttcamera-setRenderTargetImplementation(CameraNode::FRAME_BUFFER_OBJECT,CameraNode::PIXEL_BUFFER_RTT);
 
  rttcamera-attach(osg::CameraNode::COLOR_BUFFER,reflectionTex);

  osg::ClipNode* clipNode = new osg::ClipNode;
  osg::ClipPlane* clipplane = new osg::ClipPlane;
  Plane pl(normal,point);
  clipplane-setClipPlane(pl);
  clipplane-setClipPlaneNum(0);
  clipNode-addClipPlane(clipplane);
  clipNode-addChild(reflectTransform);
  rttcamera-addChild(clipNode);

 I don't know why it running well on a GeForce 8800 GTS/PCI/SSE2 from 
NVIDIA Corporation but doesn't have any reflection effect on a GeForce4 MX 
440/AGP/SSE2 from NVIDIA Corporation,
and while I add a line:rttcamera-setViewport(0,0,512,512),the later 
machine(GeForce4 MX 440/AGP/SSE2 from NVIDIA Corporation) can have reflect 
effect,but a strange phenomena appears:
an arbitrary window(relative or irrelative with the program) over it will 
destroy the reflction map and the area destroyed will move with the window over 
it
(once the window over it moves ,the destroyed area move too) , I don't know 
what have happend and I eagerly to know how to solve the problem.

Thanks very much!
zhangguilian
2007.12.3
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Re: [osg-users] Render To Texture problem in a Reflection algorithm

2007-12-02 Thread Himar Carmona
Hi,

   do both graphics cards support Frame_Buffer_object ? The problem could be
in the renderfallback (i.e. PIXEL_BUFFER_RTT) if they do not support it? Try
the different RTT methods if these seems to be the problem. Also , i think
you maust set the viewport for FBO to work (i suppose it is set in another
place also)...Also, you can set the notifylevel of OSG to WARN or DEBUG and
see what is really happens.

Good luck.
Himar.


2007/12/3, zhangguilian [EMAIL PROTECTED]:

  Hi,
  In an algorithm of reflection I used Render To Texture, part of the code
 is:

  Texture2D* reflectionTex=new Texture2D;//rtt texture
   reflectionTex-setTextureSize(512, 512);
   reflectionTex-setInternalFormat(GL_RGBA);

   reflectionTex-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);

   reflectionTex-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);

   
 reflectionTex-setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_EDGE);

   
 reflectionTex-setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_EDGE);

   CameraNode * rttcamera=new CameraNode;//rttcam
   rttcamera-setCullingMode(CullSettings::NO_CULLING);
   rttcamera-setCullingActive(false);
   rttcamera-setClearMask(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
  // rttcamera-setViewport(0,0,512,512);
   rttcamera-setRenderOrder(CameraNode::PRE_RENDER);

   
 rttcamera-setRenderTargetImplementation(CameraNode::FRAME_BUFFER_OBJECT,CameraNode::PIXEL_BUFFER_RTT);
   rttcamera-attach(osg::CameraNode::COLOR_BUFFER,reflectionTex);

   osg::ClipNode* clipNode = new osg::ClipNode;
   osg::ClipPlane* clipplane = new osg::ClipPlane;
   Plane pl(normal,point);
   clipplane-setClipPlane(pl);
   clipplane-setClipPlaneNum(0);
   clipNode-addClipPlane(clipplane);
   clipNode-addChild(reflectTransform);
   rttcamera-addChild(clipNode);

  I don't know why it running well on a GeForce 8800 GTS/PCI/SSE2
 from NVIDIA Corporation but doesn't have any reflection effect on a GeForce4
 MX 440/AGP/SSE2 from NVIDIA Corporation,
 and while I add a line:rttcamera-setViewport(0,0,512,512),the later
 machine(GeForce4 MX 440/AGP/SSE2 from NVIDIA Corporation) can have reflect
 effect,but a strange phenomena appears:
 an arbitrary window(relative or irrelative with the program) over it will
 destroy the reflction map and the area destroyed will move with the
 window over it
 (once the window over it moves ,the destroyed area move too) , I don't
 know what have happend and I eagerly to know how to solve the problem.

 Thanks very much!
 zhangguilian
 2007.12.3

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