Re: [osg-users] osgPPU osgShadow

2010-05-12 Thread Serge Lages
Hi Art and all,

I am coming back on this subject because I am currently trying to use osgPPU
with osgShadow.

I've followed this thread instructions and it works, but only with the
ShadowMap
technique, and the one I prefer is MinimalShadowMap. With this one, combined
with HDR, it  renders all my scene in white... Any idea on what to do ?

Thanks !

On Wed, Oct 8, 2008 at 12:22 AM, Art Tevs stud_in...@yahoo.de wrote:

 Hi,

  Awesome, thanks for the correction.  I see that my initial
  example forgot to
  actually add the model to the shadowed scene :P  But that
  wasn't the real
  problem.  The real problem was giving osgPPU the same node
  that i was using for
  shadows.
 I do not realy understand what you mean here with giving osgPPU the same
 node as for shadows. osgPPU doesn't now anything about the graph, it does
 only get camera as input, hence use the camera color buffer texture as
 input. Therefor the camera, which is connected to the osgPPU, which can be
 your main camera or some other one, should be able to render your shadowed
 scene.


 Cheers,
 art


  After seeing what you did in your correction I
  rearranged the graph
  like this:
 
  scene-addChild(shadowedScene);
  shadowedScene-addChild(loadedModel);
 
  and everything worked as expected.  Now I just want to
  understand why this
  worked.  It it because osgPPU and osgShadow are no longer
  fighting to control
  the state of the single scene node?
 
  ___
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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Re: [osg-users] osgPPU osgShadow

2010-05-12 Thread Martin Naylor
I did mention this a while back about osgShadow.
All my are examples do this now after installing a new Nvidia GTX 480
card(from a gtx 9800), with the latest drivers from Nvidia.
My guess you are running Windows Vista/7, try alt tab?
For a permanent fix disable the pesky Aero desktop!
I tried looking for a fix last night and its something to do with
swapbuffers either being called or not, I cannot remember it was late and
the viewer code was baffling me!
Ok it might b
Regards

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Art Tevs
Sent: 02 October 2008 15:14
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgPPU  osgShadow

Hi Michael,

I have never tried osgShadow at all, hence I can not say what happens if you
use osgPPU with it. Could you prepare some simple example showing the issue?

Maybe try the newest version from the svn, since there are some changes to
the previous one.

Best regards,
art


 Hi guys, I've recently delved into osgPPU and am loving
 it.  I have a scene
 beautifully rendering with HDR.  However, when I tried
 adding osgShadow
 ShadowMap to the scene I had conflicts.  I don't yet
 know exactly what is going
 just yet but I was wondering if anyone has had success
 combining these two and
 if so, I would appreciate the help.
 
 Thanks,
 Michael
 
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] osgPPU osgShadow

2010-05-12 Thread Martin Naylor
And my email updated and I see you found a solution...
Oh well its probably just me ;)

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Art Tevs
Sent: 07 October 2008 23:22
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgPPU  osgShadow

Hi,

 Awesome, thanks for the correction.  I see that my initial
 example forgot to
 actually add the model to the shadowed scene :P  But that
 wasn't the real
 problem.  The real problem was giving osgPPU the same node
 that i was using for
 shadows.  
I do not realy understand what you mean here with giving osgPPU the same
node as for shadows. osgPPU doesn't now anything about the graph, it does
only get camera as input, hence use the camera color buffer texture as
input. Therefor the camera, which is connected to the osgPPU, which can be
your main camera or some other one, should be able to render your shadowed
scene.


Cheers,
art


 After seeing what you did in your correction I
 rearranged the graph
 like this:
 
 scene-addChild(shadowedScene);
 shadowedScene-addChild(loadedModel);
 
 and everything worked as expected.  Now I just want to
 understand why this
 worked.  It it because osgPPU and osgShadow are no longer
 fighting to control
 the state of the single scene node?
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


  
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Re: [osg-users] osgPPU osgShadow

2010-05-12 Thread Serge Lages
Hi Martin, thanks for your reply but I am talking about another problem.

The problem with osgShadow + Seven/Vista + fullscreen = black screen is
pretty familiar to me, but I always disable aero on final setups so it's not
a deal.

My current problem is with osgShadow::MinimalShadowMap and osgPPU, my scene
becomes white, but it works with the osgShadow::ShadowMap technique.

Cheers,

On Wed, May 12, 2010 at 6:10 PM, Martin Naylor
martin.nay...@dsl.pipex.comwrote:

 And my email updated and I see you found a solution...
 Oh well its probably just me ;)

 Martin


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Art Tevs
 Sent: 07 October 2008 23:22
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgPPU  osgShadow

 Hi,

  Awesome, thanks for the correction.  I see that my initial
  example forgot to
  actually add the model to the shadowed scene :P  But that
  wasn't the real
  problem.  The real problem was giving osgPPU the same node
  that i was using for
  shadows.
 I do not realy understand what you mean here with giving osgPPU the same
 node as for shadows. osgPPU doesn't now anything about the graph, it does
 only get camera as input, hence use the camera color buffer texture as
 input. Therefor the camera, which is connected to the osgPPU, which can be
 your main camera or some other one, should be able to render your shadowed
 scene.


 Cheers,
 art


  After seeing what you did in your correction I
  rearranged the graph
  like this:
 
  scene-addChild(shadowedScene);
  shadowedScene-addChild(loadedModel);
 
  and everything worked as expected.  Now I just want to
  understand why this
  worked.  It it because osgPPU and osgShadow are no longer
  fighting to control
  the state of the single scene node?
 
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 ___
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 osg-users@lists.openscenegraph.org
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Re: [osg-users] osgPPU osgShadow

2010-05-12 Thread Martin Naylor
Hi Serge,

Yeah sorry I somehow posted to a 2 year post.

Good luck with your problem, I will butt out now as its out of my league J

 

Martin.

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Serge Lages
Sent: 12 May 2010 17:17
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgPPU  osgShadow

 

Hi Martin, thanks for your reply but I am talking about another problem.

 

The problem with osgShadow + Seven/Vista + fullscreen = black screen is
pretty familiar to me, but I always disable aero on final setups so it's not
a deal.

 

My current problem is with osgShadow::MinimalShadowMap and osgPPU, my scene
becomes white, but it works with the osgShadow::ShadowMap technique.

 

Cheers,

On Wed, May 12, 2010 at 6:10 PM, Martin Naylor martin.nay...@dsl.pipex.com
wrote:

And my email updated and I see you found a solution...
Oh well its probably just me ;)


Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Art Tevs

Sent: 07 October 2008 23:22
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgPPU  osgShadow

Hi,

 Awesome, thanks for the correction.  I see that my initial
 example forgot to
 actually add the model to the shadowed scene :P  But that
 wasn't the real
 problem.  The real problem was giving osgPPU the same node
 that i was using for
 shadows.
I do not realy understand what you mean here with giving osgPPU the same
node as for shadows. osgPPU doesn't now anything about the graph, it does
only get camera as input, hence use the camera color buffer texture as
input. Therefor the camera, which is connected to the osgPPU, which can be
your main camera or some other one, should be able to render your shadowed
scene.


Cheers,
art


 After seeing what you did in your correction I
 rearranged the graph
 like this:

 scene-addChild(shadowedScene);
 shadowedScene-addChild(loadedModel);

 and everything worked as expected.  Now I just want to
 understand why this
 worked.  It it because osgPPU and osgShadow are no longer
 fighting to control
 the state of the single scene node?

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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Re: [osg-users] osgPPU osgShadow

2008-10-07 Thread Michael Guerrero
Hi Art, thanks for your attention.  I've constructed an example for you by
minimally modifying Example viewer.  Below is the modified view.cpp.  It has an
additional createScene function that sets up a shadowed scene.  Also note the
#define ENABLE_SHADOWS. Commenting that out will use the default scene instead
of the shadowed one for comparison.

Michael 

PS You'll have to link to osgShadow as well of course



#include osg/GLExtensions
#include osgViewer/Renderer
#include osgGA/TrackballManipulator
#include osgDB/WriteFile

#include osgPPU/Processor.h

#include osgteapot.h

#define ENABLE_SHADOWS

#if defined (ENABLE_SHADOWS)
#  include osgShadow/ShadowedScene
#  include osgShadow/ShadowMap
#  include osg/LightSource
#endif

//--
// Create camera resulting texture
//--
osg::Texture* createRenderTexture(int tex_width, int tex_height, bool depth)
{
// create simple 2D texture
osg::Texture2D* texture2D = new osg::Texture2D;
texture2D-setTextureSize(tex_width, tex_height);
texture2D-setResizeNonPowerOfTwoHint(false);
texture2D-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
texture2D-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
texture2D-setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
texture2D-setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
texture2D-setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));

// setup float format
if (!depth)
{
texture2D-setInternalFormat(GL_RGBA16F_ARB);
texture2D-setSourceFormat(GL_RGBA);
texture2D-setSourceType(GL_FLOAT);
}else{
texture2D-setInternalFormat(GL_DEPTH_COMPONENT);
}

return texture2D;
}

//--
// Create scene
//--
osg::Group* createScene(const std::string filename)
{   
   osg::Node* loadedModel = NULL;

   // Load in the model to use in our scene
   if (!filename.empty()) loadedModel = osgDB::readNodeFile(filename);
   if (!loadedModel) loadedModel = createTeapot();
   if (!loadedModel) return NULL;

#if defined (ENABLE_SHADOWS)
   const int ReceivesShadowTraversalMask = 0x1;
   const int CastsShadowTraversalMask = 0x2;

   osgShadow::ShadowedScene* shadowedScene = new osgShadow::ShadowedScene;
   shadowedScene-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
   shadowedScene-setCastsShadowTraversalMask(CastsShadowTraversalMask);  

   osg::LightSource* lightSource = new osg::LightSource;   
   lightSource-getLight()-setPosition(
  osg::Vec4(osg::Vec3(100.0, 0.0, 100.0f), 0.0f));

   // Setup the scene with shadows via shadow mapping
   osgShadow::ShadowMap* shadowMap = new osgShadow::ShadowMap;
   shadowMap-setTextureSize(osg::Vec2s(1024, 1024));
   shadowMap-setLight(lightSource);

   shadowedScene-setShadowTechnique(shadowMap);
   shadowedScene-addChild(lightSource);

   return shadowedScene;
#else
   osg::Group* scene = new osg::Group;   
   scene-addChild(loadedModel);

   return scene;
#endif
}

//--
// Setup the camera to do the render to texture
//--
void setupCamera(osg::Camera* camera)
{
osg::Viewport* vp = camera-getViewport();

// create texture to render to
osg::Texture* texture = createRenderTexture((int)vp-width(),
(int)vp-height(), false);
osg::Texture* depthTexture = createRenderTexture((int)vp-width(),
(int)vp-height(), true);

// set up the background color and clear mask.
camera-setClearColor(osg::Vec4(0.0f,0.0f,0.0f,0.0f));
camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// set viewport
camera-setViewport(vp);
camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
camera-setProjectionMatrixAsPerspective(35.0, vp-width()/vp-height(),
1.0, 256.0);

// tell the camera to use OpenGL frame buffer object where supported.
camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);

// attach the texture and use it as the color buffer.
camera-attach(osg::Camera::COLOR_BUFFER, texture);
camera-attach(osg::Camera::DEPTH_BUFFER, depthTexture);
}

//--
int main(int argc, char **argv)
{
// parse arguments
osg::ArgumentParser arguments(argc,argv);

// give some info in the console
printf(view ppufile [osgfile]\n);

if (argc = 1) return 0;

// construct the viewer.
osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer();
   
unsigned int screenWidth;
unsigned int screenHeight;
   

Re: [osg-users] osgPPU osgShadow

2008-10-07 Thread Art Tevs
Hi Michael,

hmm, your setup for the shadowed scene isn't correct. I have attached a changed 
setup where I am able to see the teapot shadowed by some shadow technique and 
also working perfectly with the osgPPU (latest svn release). Look at it. Call 
with ./viewer Data/motionblur.ppu


Does it solve your problem?

Cheers,
art



--- Michael Guerrero [EMAIL PROTECTED] schrieb am Di, 7.10.2008:

 Von: Michael Guerrero [EMAIL PROTECTED]
 Betreff: Re: [osg-users] osgPPU  osgShadow
 An: osg-users@lists.openscenegraph.org
 Datum: Dienstag, 7. Oktober 2008, 21:16
 Hi Art, thanks for your attention.  I've constructed an
 example for you by
 minimally modifying Example viewer.  Below is the modified
 view.cpp.  It has an
 additional createScene function that sets up a shadowed
 scene.  Also note the
 #define ENABLE_SHADOWS. Commenting that out will use the
 default scene instead
 of the shadowed one for comparison.
 
 Michael 
 
 PS You'll have to link to osgShadow as well of course
 
 
 
 #include osg/GLExtensions
 #include osgViewer/Renderer
 #include osgGA/TrackballManipulator
 #include osgDB/WriteFile
 
 #include osgPPU/Processor.h
 
 #include osgteapot.h
 
 #define ENABLE_SHADOWS
 
 #if defined (ENABLE_SHADOWS)
 #  include osgShadow/ShadowedScene
 #  include osgShadow/ShadowMap
 #  include osg/LightSource
 #endif
 
 //--
 // Create camera resulting texture
 //--
 osg::Texture* createRenderTexture(int tex_width, int
 tex_height, bool depth)
 {
 // create simple 2D texture
 osg::Texture2D* texture2D = new osg::Texture2D;
 texture2D-setTextureSize(tex_width, tex_height);
 texture2D-setResizeNonPowerOfTwoHint(false);

 texture2D-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);

 texture2D-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);

 texture2D-setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);

 texture2D-setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);

 texture2D-setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
 
 // setup float format
 if (!depth)
 {
 texture2D-setInternalFormat(GL_RGBA16F_ARB);
 texture2D-setSourceFormat(GL_RGBA);
 texture2D-setSourceType(GL_FLOAT);
 }else{

 texture2D-setInternalFormat(GL_DEPTH_COMPONENT);
 }
 
 return texture2D;
 }
 
 //--
 // Create scene
 //--
 osg::Group* createScene(const std::string filename)
 {   
osg::Node* loadedModel = NULL;
 
// Load in the model to use in our scene
if (!filename.empty()) loadedModel =
 osgDB::readNodeFile(filename);
if (!loadedModel) loadedModel = createTeapot();
if (!loadedModel) return NULL;
 
 #if defined (ENABLE_SHADOWS)
const int ReceivesShadowTraversalMask = 0x1;
const int CastsShadowTraversalMask = 0x2;
 
osgShadow::ShadowedScene* shadowedScene = new
 osgShadow::ShadowedScene;
   
 shadowedScene-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
   
 shadowedScene-setCastsShadowTraversalMask(CastsShadowTraversalMask);
  
 
osg::LightSource* lightSource = new osg::LightSource;   
lightSource-getLight()-setPosition(
   osg::Vec4(osg::Vec3(100.0, 0.0, 100.0f), 0.0f));
 
// Setup the scene with shadows via shadow mapping
osgShadow::ShadowMap* shadowMap = new
 osgShadow::ShadowMap;
shadowMap-setTextureSize(osg::Vec2s(1024, 1024));
shadowMap-setLight(lightSource);
 
shadowedScene-setShadowTechnique(shadowMap);
shadowedScene-addChild(lightSource);
 
return shadowedScene;
 #else
osg::Group* scene = new osg::Group;   
scene-addChild(loadedModel);
 
return scene;
 #endif
 }
 
 //--
 // Setup the camera to do the render to texture
 //--
 void setupCamera(osg::Camera* camera)
 {
 osg::Viewport* vp = camera-getViewport();
 
 // create texture to render to
 osg::Texture* texture =
 createRenderTexture((int)vp-width(),
 (int)vp-height(), false);
 osg::Texture* depthTexture =
 createRenderTexture((int)vp-width(),
 (int)vp-height(), true);
 
 // set up the background color and clear mask.

 camera-setClearColor(osg::Vec4(0.0f,0.0f,0.0f,0.0f));
 camera-setClearMask(GL_COLOR_BUFFER_BIT |
 GL_DEPTH_BUFFER_BIT);
 
 // set viewport
 camera-setViewport(vp);

 camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
 camera-setProjectionMatrixAsPerspective(35.0,
 vp-width()/vp-height(),
 1.0, 256.0);
 
 // tell the camera to use OpenGL frame buffer object
 where supported.

 camera-setRenderTargetImplementation(osg::Camera

Re: [osg-users] osgPPU osgShadow

2008-10-07 Thread Michael Guerrero
Awesome, thanks for the correction.  I see that my initial example forgot to
actually add the model to the shadowed scene :P  But that wasn't the real
problem.  The real problem was giving osgPPU the same node that i was using for
shadows.  After seeing what you did in your correction I rearranged the graph
like this:

scene-addChild(shadowedScene);
shadowedScene-addChild(loadedModel);

and everything worked as expected.  Now I just want to understand why this
worked.  It it because osgPPU and osgShadow are no longer fighting to control
the state of the single scene node?

___
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Re: [osg-users] osgPPU osgShadow

2008-10-07 Thread Art Tevs
Hi,

 Awesome, thanks for the correction.  I see that my initial
 example forgot to
 actually add the model to the shadowed scene :P  But that
 wasn't the real
 problem.  The real problem was giving osgPPU the same node
 that i was using for
 shadows.  
I do not realy understand what you mean here with giving osgPPU the same node 
as for shadows. osgPPU doesn't now anything about the graph, it does only get 
camera as input, hence use the camera color buffer texture as input. Therefor 
the camera, which is connected to the osgPPU, which can be your main camera or 
some other one, should be able to render your shadowed scene.


Cheers,
art


 After seeing what you did in your correction I
 rearranged the graph
 like this:
 
 scene-addChild(shadowedScene);
 shadowedScene-addChild(loadedModel);
 
 and everything worked as expected.  Now I just want to
 understand why this
 worked.  It it because osgPPU and osgShadow are no longer
 fighting to control
 the state of the single scene node?
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


  
___
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Re: [osg-users] osgPPU osgShadow

2008-10-02 Thread Art Tevs
Hi Michael,

I have never tried osgShadow at all, hence I can not say what happens if you 
use osgPPU with it. Could you prepare some simple example showing the issue?

Maybe try the newest version from the svn, since there are some changes to the 
previous one.

Best regards,
art


 Hi guys, I've recently delved into osgPPU and am loving
 it.  I have a scene
 beautifully rendering with HDR.  However, when I tried
 adding osgShadow
 ShadowMap to the scene I had conflicts.  I don't yet
 know exactly what is going
 just yet but I was wondering if anyone has had success
 combining these two and
 if so, I would appreciate the help.
 
 Thanks,
 Michael
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] osgPPU osgShadow

2008-10-02 Thread Michael Guerrero
I just get a black screen.  Maybe the initial screen render is not passed to the
PPU's correctly.

Michael


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Re: [osg-users] osgPPU osgShadow

2008-10-02 Thread Art Tevs
Hmm, this could be an issue, yes. Could you try to setup the 
OSG_NOTIFY_LEVEL=info to see the logs. Maybe there are just some 
misconfiguration of the osgPPU pipeline.

Have you connected the processor to the right camera? Do the camera render the 
scene into a RTT texture? 
Could you try to setup just a simple bypass/byrender pipeline similar to 
this:

processor-setCamera(...);
UnitOut* out = new ...
processor-addChild(out);

Which will just render the rtt texture (attached as color_buffer) of the camera 
to the frame buffer (to the screen).

Cheers,
art


On Thursday 02 October 2008 20:08:28 Michael Guerrero wrote:
 I just get a black screen.  Maybe the initial screen render is not passed
 to the PPU's correctly.

 Michael


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