Re: [osg-users] Single-color transparency + strange issue

2007-11-03 Thread Robert Osfield
On Nov 2, 2007 8:49 PM,  [EMAIL PROTECTED] wrote:
 My first question is whether it is possible to render an RGB texture with
 no alpha channel with binary transparency. I'd like to map a specific
 color to 100% transparency. Would this require shaders? If so, could
 someone point me to a good resource for coding shaders in OSG?

You'll need to use shaders for this.  Have a look at the osgshaders
example or the glsl_*.osg example data files.  The osgmovie also just
so happens to have a fragment shader that does exactly what you are
looking for.

 My other issue is a rather strange behavior I have observed in OSG. My app
 is constantly dumping a lot of points into the scene graph
 (osg::DrawArrays with PrimitiveSet::POINTS) while updating a transform. I
 have run into an issue in which nothing gets rendered at all, unless I
 remove either the point insertion or the transform update. Does anyone
 know what could cause this behavior?

This read kinda like I do stuff and it doesn't work, how do I fix it?

At which the best I recommend is that you fix the problem in your
application and the issues should go away.

Now if actually want some external help you need to be much more
specific about what you are doing and what you are expecting to
happens.  Hows about provide a small code example of how you're adding
points.


Robert.
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Re: [osg-users] osgdem and CADRG dateline holes

2007-11-03 Thread Robert Osfield
Hi Robert,

Which version of osgdem are you using?

Robert.

On Nov 2, 2007 8:45 PM, Kramer, Robert W [EMAIL PROTECTED] wrote:
 I'm having a problem where running osgdem on NGA CADRG native format
 files leaves a gap (3 degrees plus or minus) at the 180-degree meridian.
 It seems that some of these chart products cross over the date line and
 are not correctly normalized.  Does anybody have an easy solution to
 render a seamless globe at the 180?  I'm using Fedora Core 6 and OSG
 2.2.  Thanks in advance,

 Robert Kramer
 Systems Engineering
 The Boeing Company
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[osg-users] ShadowMap Question

2007-11-03 Thread Andreas Goebel
Hi,

after applying Mihai´s Fix for ShadowMap (thank you!) I am able to use 
ShadowMap in my program.

There are two issues:

- triangles only cast a shadow when their normal is directed towards the 
light. While this is, of course, the desired behaviour for real 
models, it is not so nice when just displaying a triangle. How can I 
make triangles cast shadows regardless how they are directed?

- I get the artifact that dirties surfaces because of self-shadowing. 
An older post said to change the polygon-offset. I see that there is a 
state attribute for that, is that meant? And in which way could I 
experiment with that?


Thanks for your help,


Andreas


P.S.: When I first tried ShadowMap with Mihai's fix, everything was 
shadowed. After some thought I found out that I had decorated my light 
with a small sphere, that cast shadow on everything ...
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Re: [osg-users] ShadowMap Question

2007-11-03 Thread Robert Osfield
On Nov 3, 2007 2:47 PM, Andreas Goebel [EMAIL PROTECTED] wrote:
 Hi,

 after applying Mihai´s Fix for ShadowMap (thank you!) I am able to use
 ShadowMap in my program.

 There are two issues:

 - triangles only cast a shadow when their normal is directed towards the
 light. While this is, of course, the desired behaviour for real
 models, it is not so nice when just displaying a triangle. How can I
 make triangles cast shadows regardless how they are directed?

Disable back face culling.

Robert.
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Re: [osg-users] ShadowMap Question

2007-11-03 Thread Andreas Goebel

 Disable back face culling.
   
Thank you, Robert.

This works, though I had to search a while where to set this:
In the code of ShadowMap, the following is set:
osg::ref_ptrosg::CullFace cull_face = new osg::CullFace;
cull_face-setMode(osg::CullFace::FRONT);
stateset-setAttribute(cull_face.get(), 
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
stateset-setMode(GL_CULL_FACE, osg::StateAttribute::ON | 
osg::StateAttribute::OVERRIDE);

I simiply disabled this, and got my shadows.

The polygon-offset is hardwired into ShadowMap, too:

float factor = 5.0f;
float units = 1.0f;

osg::ref_ptrosg::PolygonOffset polygon_offset = new 
osg::PolygonOffset;
polygon_offset-setFactor(factor);
polygon_offset-setUnits(units);
stateset-setAttribute(polygon_offset.get(), 
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);

I get good results with the values shown above for factor and units, 
though now (as a drawback) there are small areas that shoud have a 
shadow and haven´t.


The issue that objects without a texture do not render correctly is not 
fully solved: Those objects now seem a bit transparent. Assigning a real 
white texture solves that (though this is a waste of texture memory).


Regards,

Andreas
 Robert.
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Re: [osg-users] Single-color transparency + strange issue

2007-11-03 Thread Mike Weiblen
On Fri, November 2, 2007 15:49, [EMAIL PROTECTED] wrote:
 If so, could someone point me to a good resource for coding shaders in OSG?

see GLSL Shading with OpenSceneGraph
http://mew.cx/osg_glsl_july2005.pdf

cheers
-- mew

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[osg-users] OSGEdit 0.7.0 RC1

2007-11-03 Thread Rubén López
Hi,

A new version of OSGEdit, the OpenSceneGraph editor, has been released.
This is the first release candidate of 0.7.0, and it is a complete
rewrite. This time the major focus has been making it much more
extensible and easier to maintain. It has a new reflection mechanism,
similar to osgIntrospection, but specific to the scene editing
requirements. As osgIntrospection, it is generated mostly automatically,
and supports every OSG object.
The new engine that powers 0.7.0 opens a lot of customization
possibilities, allowing you yo create: 

* Custom actions, that will be activated from menu / toolbar items 

* Custom controls, that will provide GUI for new object attributes, or
enhance usability of existing controls with a better GUI. 

* Custom 3D controls, that provide on-viewport direct manipulation of
object attributes, like the current rotate, scale and translate 3D
controls. 

* Custom wrappers. This is the most powerful customizable feature,
because it allows you to add support for your own osg::Object
(osg::Node) subclasses. 

* Custom layouts. So you do not like the default layout when you edit
some object? You can change it by editing a simple XML file. This allows
selecting which control to use for each attribute, which attributes to
show, how to organize the attributes in tabs, and so on. 

* Your own menu and toolbar layout. All the menubar and toolbar is
located in a XML file that you can edit to better fit your needs. This
allows not only to change where each action is located, but also to give
support for your custom actions.

All this customization is supported by an extension mechanism, that is
already being used by the core actions, controls and wrappers.
To improve the usability, OSGEdit 0.7.0 supports direct manipulation of
transformations by dragging handles in the viewport, a log window where
you can check what is happening without the need of a terminal, and a
history window where you can know what exactly will you undo or redo.

Please, take into account that this is a release candidate and it may
have lots of bugs. Send any bug report that you may find to the OSGEdit
bug tracking system.

Visit the OSGEdit download page to get the 0.7.0-rc1 version:

http://osgedit.sourceforge.net/download.html

Regards.


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