Hi Mustafa,
The ViewDepedentShadowMap implementation has the beginnings of multiple
light support but it isn't yet complete. The basic infrastructure for
generating multiple shadow map texture is there, but the final bits that
tie together like shaders and management aren't there yet.
Robert.
Hi Jan,
Your approach isn't safe. OSG is *not threadsafe*. Or, rather, it is
not threadsafe from arbitrary modifications. If you want to be safe,
the only time when modifications to the scene graph may happen is
before or after the frame() is invoked, not while frame() is running.
On Wed, Nov
Hi Jan,
You can modify the scenegraph in the update traversal as well. Like I did
in the TerraPage (txp) loader. In the Cull traversall I collect info for
what is to be modified and then in the update traversal I update the
scenegraph safely.
Just a note
Nick
On Thu, Nov 7, 2013 at 9:33 AM,
Hi Trajce,
I think Jan's answer [1] in the first mail mentions a similar
solution. Setting a flag (by using userdata of the drawable may be)
and updating the drawable in the osg::Drawable::UpdateCallback (of
course by checking the flag) MAY solve the problem. It seems that,
thrusting the Qt's
Hi Deniz,
yes I read Jan has mentioned this. Have a look in the osgdb_txp loader in
TXPNode::traverse() for inspiration if helps a bit
Nick
On Thu, Nov 7, 2013 at 9:40 AM, Deniz Koçak lend...@gmail.com wrote:
Hi Trajce,
I think Jan's answer [1] in the first mail mentions a similar
Thank you Trajce.
On Thu, Nov 7, 2013 at 10:59 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Deniz,
yes I read Jan has mentioned this. Have a look in the osgdb_txp loader in
TXPNode::traverse() for inspiration if helps a bit
Nick
On Thu, Nov 7, 2013 at 9:40 AM, Deniz
Hi.
I decided to go with single pipeline that provides big shaders and objects
using own uniforms and textures to change the pipeline behaviour.
I started to design a simple material format so that it resembles the one
of EffectCompositor.
Thanks.
2013/10/31 michael kapelko korn...@gmail.com
Hi,
On Thu, Nov 7, 2013 at 9:35 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
You can modify the scenegraph in the update traversal as well. Like I did
in the TerraPage (txp) loader. In the Cull traversall I collect info for
what is to be modified and then in the update
On Thu, Nov 7, 2013 at 9:40 AM, Deniz Koçak lend...@gmail.com wrote:
It seems that,
thrusting the Qt's Signal/Slot mechanism is not a good option as Jan
pointed.
I think the trouble is that you are expecting it to do something that it
isn't meant to do. Perhaps you have confused the
Hi,
you are outputting the position as color, that's why you see black (because
these have negative coordinate values) and the three values. Just set an
arbitrary fixed color value in the frag-shader to see anything. But if you need
to see colors, then you need to define your own vertex
Hi Michael,
I solved a similar problem by overriding osg::Program which composes a
shader from an Ubershader. This is not done via uniforms but defines.
It seems to work somehow and improved the performance over branching
based on uniforms.
Hi.
I decided to go with single pipeline that
Hi, Sebastian.
So you compose one shader per object?
Thanks.
2013/11/7 Sebastian Messerschmidt sebastian.messerschm...@gmx.de
Hi Michael,
I solved a similar problem by overriding osg::Program which composes a
shader from an Ubershader. This is not done via uniforms but defines.
It seems
Am 07.11.2013 12:55, schrieb michael kapelko:
Hi, Sebastian.
So you compose one shader per object?
No, one program per define-set (e.g. #define NORMAL_MAPPING,#define
PARALLAX_MAPPING, ...)
The idea is not to compose the shader from functional blocks, but to
write one shader containing all
Can you please provide an example of how an object manages its define-set?
In my case, I simply get the object's StateSet and setup uniforms. But I
don't get how to setup defines.
Thanks.
2013/11/7 Sebastian Messerschmidt sebastian.messerschm...@gmx.de
Am 07.11.2013 12:55, schrieb michael
As this is company code and part of a bigger framework I can only give
you some hints.
I have a custom shader loader which parses the shader source in order to
later add the defines and creates a osg::Program derived class
e.g. CustomProgram.
In GLSL you can use preprocessor macros like in
I was thinking of creating some sort of material.xml and assign it to each
object (or a group of objects).
As far as I understand, the define approach creates one shader per object
eventually. And that turns out to be faster than one shader per pipeline
with different StateSets and uniforms per
Am 07.11.2013 14:04, schrieb michael kapelko:
I was thinking of creating some sort of material.xml and assign it to
each object (or a group of objects).
You could totally do this. So material.xml could contain the defines.
As far as I understand, the define approach creates one shader per
Actually I solved it... one of the problems was that the number I was using for
the attribute was too big (or reserved).
I am forced to use OpenGL ES 2.0 because I develop on iOS platform!
Thank you anyway for your advice.
Cheers,
John
This is the working code
Code:
#define
I want to add that this is the fragment shader I used for drawing the wireframe
model
Code:
precision highp float;
varying vec3 vBC;
#extension GL_OES_standard_derivatives : enable
float edgeFactor(){
vec3 d = fwidth(vBC);
vec3 a3 = smoothstep(vec3(0.0), d*1.0, vBC);
return
Hi,
for learning basic shader programming you do not have to constrain yourself to
opengl es 2.0. It is sufficient to do the same basic stuff with OGL 3.0 in
order at least to understand the difference between assigning a coordinate
value and a color value as the final fragment value. I
« Hi people
of OSG mailing list I'm Nicoo, and I come in peace! »
well,
I try to write a minimal application using X11 and OSG, I
would like to know first if the library osgViewer is
something written only to help newcomer.
I borrowed a book
Hi,
I ran into something weird, or something that I don't know how it works exactly.
What I want to do when rendering to multiple targets is that I selectively
write to certain color buffers in my shader, but leave others alone.
for example
Code:
gl_FragData[3] = vec4(0,1,0,1);
without
Hi Bram,
There is nothing weird about what you are seeing given what you're doing.
Blending with MRT ist always applied to all bound render targets of the
framebuffer object.
If you want to blend only a single buffer, then do a separate pass,
where you blend it.
In case you want to apply
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