[osg-users] Possible bug in osg::State::applyShaderCompositionUniform

2013-09-23 Thread Aurelien Albert
Hi Robert,

A few month ago, you solved one of my issues :

http://forum.openscenegraph.org/viewtopic.php?t=11769postdays=0postorder=ascstart=14

Today I've discovered some problems with this approach (I use it for materials, 
as you suggested in your post) : the shader composition uniforms seems to not 
been inherited correctly.

I've spotted the problem source : in void State::apply(const StateSet* dstate), 
there is this line :

_currentShaderCompositionUniformList.clear();

So all shader composition uniforms are cleared at each StateSet apply. I've 
tried to comment this line and everything seems to work.

Since I don't really understand the shader cmoposition uniforms system, can you 
give me some advices on this issue ?


Thank you!

Cheers,
Aurelien

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Re: [osg-users] graphics context capabilities in cull phase

2013-09-23 Thread PCJohn
Hi Robert and Mathias,

back after the weekend.

 I do also wonder about formalizing the extension set up.  In essence we are
 initializing bool relating to feature supported yes/no, and the function
 pointers.  Currently it's all rather adhoc how this is all done. The whole
 area could do with a major refactor to make things more coherent.

For refactoring, three ideas are coming to my mind (please, append yours):

1. I would like to have

GL_FEATURE(...) macro that would register me a bool that would be set to a 
yes/no depending on some evaluation (extension support, GL version, GLSL 
version, number of texture samplers, etc.). I should be able to get its value 
on per-contextID basis.

and

GL_FUNCTION() macro that would register me a function that would be 
automatically initialized (per-context) during realize. But I am worrying 
about performance hit as looking-up the function by contextID might take some 
time. Thus, I would prefer another approach.

2. I would like to have a class, say GraphicsContextMediator,
and I would append members by macros named, say,

GL_FEATURE(...)  (for an auto-detected bool)
and
GL_FUNCTION(...)   (for an auto-binded OpenGL function).

They would automatically initialize their content on the 
GraphicsContextMediator construction. The construction would be triggered by a 
proxy during GraphicsContext::realize().

GraphicsContextMediator could be a private class, if we want. It can be inside 
any .cpp file, providing GL informations wherever programmer puts it, including 
StatsHandler. This way, StatsHandler might stop out-source OpenGL function 
pointers from Drawable::Extensions, but they might be moved to its own code, 
possibly improving the code quality.

3. Still one more option - to use existing 
osg::isExtensionOrVersionSupported() and similar functions and make them work 
properly even outside active graphics context. However, this functionality 
would probably not serve for advanced things like getting number of texture 
samplers or max uniforms, etc. Just extensions and OpenGL version and nothing 
more.

Still more ideas by anyone?

 For a registry of objects to initialize my inclination would be to have a
 registry of all OpenGL objects types, which is essentially osg::Drawable
 and osg::StateAttribute's, perhaps one could just have a registry of
 osg::Object and then cast these to Drawable or StateAttribute then call a
 function to do the initialize.  I would also be inclined to have a
 initializeExtensions(State) method that Drawable and StateAttribute have
 that is called.  This approach would mean you wouldn't need to worry about
 the specifics of the various extension classes. However, this might not be
 ideal subdivision for this feature.

I agree, just I do not understand - what do you mean by registry of OpenGL 
object types?  Object type is not an instance, thus it does not have a 
pointer that could be registered in a list. Could you clarify for me how it 
would work?

Thanks,
John



On Friday 20 of September 2013 14:16:36 Robert Osfield wrote:
 Hi John and Mathias,
 
 I haven't discounted or approve of any one option yet, but have done a
 little more thinking.  Mathias's suggestion of a flag whether the realize
 should invoke all the initialization steps or leave it to lazy
 initialization would be sensible if we wish to avoid the cost of
 initializing all extensions sounds reasonable compromise.  Although this
 might leave application developers need to support both lazy and realize
 initializations in their applications yet in case.
 
 For a registry of objects to initialize my inclination would be to have a
 registry of all OpenGL objects types, which is essentially osg::Drawable
 and osg::StateAttribute's, perhaps one could just have a registry of
 osg::Object and then cast these to Drawable or StateAttribute then call a
 function to do the initialize.  I would also be inclined to have a
 initializeExtensions(State) method that Drawable and StateAttribute have
 that is called.  This approach would mean you wouldn't need to worry about
 the specifics of the various extension classes. However, this might not be
 ideal subdivision for this feature.
 
 I do also wonder about formalizing the extension set up.  In essence we are
 initializing bool relating to feature supported yes/no, and the function
 pointers.  Currently it's all rather adhoc how this is all done. The whole
 area could do with a major refactor to make things more coherent.
 
 More widely I do also wonder whether we should split up the scene graph
 data from the OpenGL implementation, so that the scene graph data object
 would have a list of implementations, these implementations might contain
 handles to extensions or OpenGL object id's a handle to the extension.
 
 Robert.
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[osg-users] Compute Intersections with GL_POINT drawable

2013-09-23 Thread Jason MacDonald
Hello,
I am trying to do some hit tests on a geode that only has one drawable of a 
GL_POINT.

It seems my hit test only picks up the very center of the point, no matter how 
large I draw the point. Could I get some guidance on how to pick the object 
using the actual size?

Here is the picking code:

Code:

osg::Node *hitObj = NULL;

osg::ref_ptrosgUtil::PolytopeIntersector picker = pick(x,y,view);
if (!picker-containsIntersections())
{
return false;
}

osgUtil::PolytopeIntersector::Intersections::const_iterator it;
for (it = picker-getIntersections().begin(); 
it!=picker-getIntersections().end(); ++it)
{
const osg::NodePath nodePath = it-nodePath;
unsigned int idx = nodePath.size();
while (idx--)
{
hitObj = nodePath[idx];
switch (m_state)
{
case DEFAULT:
if (dynamic_castShape*(hitObj)  !plan-locked())
{
return true;
}
.

osg::ref_ptrosgUtil::PolytopeIntersector Picker::pick(float x, float y, 
osgViewer::View *view)
{
float win = 1;
osg::ref_ptrosgUtil::PolytopeIntersector picker = new 
osgUtil::PolytopeIntersector(osgUtil::Intersector::WINDOW, 
x-win,y-win,x+win,y+win);
osgUtil::IntersectionVisitor iv(picker.get());
view-getCamera()-accept(iv);
return picker.get();
}




And here is the geode:

Code:

Geometry* geom = new Geometry;
Vec3Array* vert = new Vec3Array;
vert-push_back(Vec3(0,0,0));
geom-setVertexArray(vert);
geom-addPrimitiveSet(new DrawArrays(osg::PrimitiveSet::POINTS,0,1));
StateSet* state = geom-getOrCreateStateSet();
state-setMode(GL_LIGHTING, StateAttribute::OFF | 
StateAttribute::PROTECTED);
state-setAttribute(new Point(20), StateAttribute::ON);
state-setMode(GL_POINT_SMOOTH, StateAttribute::ON);

Geode* geode = new Geode;
geode-addDrawable(geom);
geode-setCullingActive(false);

ColorSetterVisitor color(Vec4(1,1,1,1));
geode-accept(color);

addChild(geode);


[/code]

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[osg-users] OSG 3.2 Linux + Eclipse debugging problem

2013-09-23 Thread Aitor Ardanza
Hi,

I'm having problems putting to work eclipse c++ project with osg. I have no 
problems compiling the code

Code:

int main (int argc, char* argv[])
{
osgViewer::Viewer viewer;
osg::Node* grp = 
osgDB::readNodeFile(./workspace/AvatarPlatform_/data/Models/scene.fbx);
viewer.setSceneData( grp );
return viewer.run();
}



but if I debug or lauch it I get a error.

Eclipse debug error when osgDB::readNodeFile is called:

Can't find a source file at 
/home/aitorard/OpenSceneGraph-3.2.0/include/osgDB/Registry 
Locate the file or edit the source lookup path to include its location.

I have incorrectly installed OSG? If I use osgviewer I can load a fbx models...

Thank you!

Cheers,
Aitor

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Re: [osg-users] graphics context capabilities in cull phase

2013-09-23 Thread Robert Osfield
Hi John,

My brain is rather full with thoughts about scripting integration right now
so not much space to ponder other issues so can't provide an in-depth reply
yet, but one question you had was quick to answer so I'll do so below, then
come back to the topic more widely later.

On 23 September 2013 12:04, PCJohn pec...@fit.vutbr.cz wrote:

 I agree, just I do not understand - what do you mean by registry of OpenGL
 object types?  Object type is not an instance, thus it does not have a
 pointer that could be registered in a list. Could you clarify for me how it
 would work?


Simply one would register an instance of each of the osg::StateAttribute
and osg::Drawable subclasses, this then serves as a prototype list than can
be invoked later for things like setting up extensions.

Robert.
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Re: [osg-users] MatrixTransforms and MatrixD

2013-09-23 Thread Voelcker, Simon
Hi,

thank you for your quick answer. In fact, my project is part of a GIS and these 
big transforms are are actually part of such a local origin approach. 
However, I still have not understood where the inaccuracies that I see come 
from. I have, however, reduced the critical part of my scene graph construction 
to just a few lines of code:

// let bigMatrix1 and 2 be my transforms with numbers in the order of magnitude 
of a million
// let scene be the subgraph that contains visible geometry
// let root be the top of my scene graph


// approach #1 (working fine)

ref_ptrMatrixTransform bigTransform1 = new MatrixTransform(bigMatrix1);

ref_ptrMatrixTransform bigTransform2 = new MatrixTransform(bigMatrix2);

bigTransform1-addChild( scene );

bigTransform2-addChild(bigTransform1);

root = bigTransform2;



// approach #2 (visible inaccuracies)

ref_ptrMatrixTransform singleTransform = new MatrixTransform(bigMatrix1 * 
bigMatrix2);

singleTransform-addChild( scene );

root = singleTransform;


I have searched my entire project for Vecf's and Matrixf's. I use none of them. 
The matrix I set in my subclass of CameraManipulator is also a Matrixf. As 
another experiment, I have casted the big matrices down to Matrixf once, and 
multiplied them with test vectors. The floating point errors that came out of 
this where pretty much in the order of magnitude of the inaccuracies that I 
witness when using the above approach #2 (with doubles). So, it really looks as 
if OSG was using float when doing my transforms in 2 steps.


I am somewhat desperate for an answer to this... Do you have any ideas what 
could go wrong here, or how I could investigate the problem any deeper? Is it 
possible to apply a MatrixTransform node to a Vec3 'by hand'?


Greets,

Simon


PS: All of this is targeting iOS. Just in case this is important.



Von: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] im Auftrag von Robert Osfield 
[robert.osfi...@gmail.com]
Gesendet: Montag, 16. September 2013 19:52
An: OpenSceneGraph Users
Betreff: Re: [osg-users] MatrixTransforms and MatrixD

Hi Simon,

The OSG by default uses double Matrices (osg::Matrix is typedef'd to 
osg::Matrixd) for all internal transforms and camera matrices.  The matrices 
are all accumulated in doubles and passed to OpenGL as doubles.  Most OpenGL 
drivers will then cast the matrices down to floats when passing down to the 
GPU, but as the OSG passes a fully accumulated modelview matrix the precision 
is at least the best you can get.

To best handle scenes with large extents one breaks the scene into regional 
tiles, each of which has a local origin and then a MatrixTransform above the 
tile subgraph to place it in it's final world coordinates.  The OSG is used 
widely in the GIS market with many users handling whole earth database without 
precision issues.

So... for you as long as you haven't deliberately compiled the OSG to use 
osg::Matrix and a osg::Matrixf then you'll be uses doubles.  How you manage 
your scene graph and internal transforms will be the key, get it right as I 
suggest above then you shouldn't have issues.

Robert.


On 16 September 2013 17:48, Voelcker, Simon 
simon.voelc...@student.hpi.uni-potsdam.demailto:simon.voelc...@student.hpi.uni-potsdam.de
 wrote:
Hi,

I am using MatrixTransform nodes with matrices that contain quite large 
numbers. When I stack two of these transforms, I notice severe floating point 
inaccuracies in the scene, although I use double precision matrices to set up 
my transform nodes. Is it possible that OSG uses only single precision here 
(internally), and if so, how can I force it to use double precision?

I know I could multiply my matrices directly and use a single MatrixTransform 
node, but I want to avoid this since it breaks my architecture.

Thanks in advance,
Simon
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[osg-users] OSG web site guidelines

2013-09-23 Thread Chris Hanson
  My client who drove the creation of the osgTransparencyToolkit has asked
me to see about adding it to the OSG website so that new users can find and
utilize it and it can grow. (I presume that it doesn't really belong in the
core OSG distribution). What would be the recommended section of the OSG
website to list the project in?

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography
• Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS •
Android
@alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775)
623-PIXL [7495]
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Re: [osg-users] OSG 3.2 Linux + Eclipse debugging problem

2013-09-23 Thread Jan Ciger
On Mon, Sep 23, 2013 at 3:55 PM, Aitor Ardanza aitoralt...@hotmail.com wrote:
 Eclipse debug error when osgDB::readNodeFile is called:

 Can't find a source file at 
 /home/aitorard/OpenSceneGraph-3.2.0/include/osgDB/Registry
 Locate the file or edit the source lookup path to include its location.

 I have incorrectly installed OSG? If I use osgviewer I can load a fbx 
 models...

 Thank you!


That is not really anything to do with OSG, it is basic debugging
setup. Do you have the OSG sources in the folder
/home/aitorard/OpenSceneGraph-3.2.0 ?

If not (you have moved or deleted them), you need to tell Eclipse/gdb
where the sources are. That is set up in the debugging configuration
settings. Otherwise you can debug only in assembly language, because
the debugger won't be able to load the matching source file for you.
The source code location is stored in the debug symbols of the
libraries you have built, so if the source is in the original place,
the debugger will find the right files automatically. If not, you must
help it a bit and tell it where to find the files by specifying a
path.

Regards,

Jan
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Re: [osg-users] OSG web site guidelines

2013-09-23 Thread Jordi Torres
Hi Chris,

You may want to add it here

http://www.openscenegraph.org/index.php/community/projects

Cheers

El lunes, 23 de septiembre de 2013, Chris Hanson escribió:

   My client who drove the creation of the osgTransparencyToolkit has asked
 me to see about adding it to the OSG website so that new users can find and
 utilize it and it can grow. (I presume that it doesn't really belong in the
 core OSG distribution). What would be the recommended section of the OSG
 website to list the project in?

 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/
 Training • Consulting • Contracting
 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
 Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry •
 Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile •
 iPhone/iPad/iOS • Android
 @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775)
 623-PIXL [7495]



-- 
Jordi Torres
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Re: [osg-users] OSG web site guidelines

2013-09-23 Thread Jordi Torres
And maybe you want to post a community new as well.

El lunes, 23 de septiembre de 2013, Jordi Torres escribió:

 Hi Chris,

 You may want to add it here

 http://www.openscenegraph.org/index.php/community/projects

 Cheers

 El lunes, 23 de septiembre de 2013, Chris Hanson escribió:

   My client who drove the creation of the osgTransparencyToolkit has
 asked me to see about adding it to the OSG website so that new users can
 find and utilize it and it can grow. (I presume that it doesn't really
 belong in the core OSG distribution). What would be the recommended section
 of the OSG website to list the project in?

 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/
 Training • Consulting • Contracting
 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
 Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry •
 Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile •
 iPhone/iPad/iOS • Android
 @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775)
 623-PIXL [7495]



 --
 Jordi Torres





-- 
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Re: [osg-users] Possible bug in osg::State::applyShaderCompositionUniform

2013-09-23 Thread Robert Milharcic

On 23.9.2013 12:51, Aurelien Albert wrote:

I've spotted the problem source : in void State::apply(const StateSet* dstate), 
there is this line :

 _currentShaderCompositionUniformList.clear();

So all shader composition uniforms are cleared at each StateSet apply. I've 
tried to comment this line and everything seems to work.

Since I don't really understand the shader cmoposition uniforms system, can you 
give me some advices on this issue ?


Hi Aurelien,

I'm almost done with my experimental shader composition project. So 
far I was able to port 3/4 of FFP attributes to the shader compositor. 
I've designed ShaderComposerVisitor that will populate graph with shader 
attributes, either by replacing existing FFP attributes (for core 
profile and ES 2.0) or add them to coexist with existing FFP attributes 
to provide fallback for old hardware.


I wasn't able to pull it through with osg::ShaderAttribute or with 
composition uniforms (having current state-set's local scope), instead I 
had to roll my own ShaderComponentAttribute based on 
osg::ShaderAttribute that is able to manage standard uniforms and 
ShaderComponent and apply standard osg matrices if requested.  I've also 
made a few nonintrusive changes to the osg core to support RenderStage 
scope uniforms to be able to handle position state attributes properly.


If there is some interest I could send all the stuff to the submissions 
at the end of this week to at least hang in there until somone else find 
a better solution.


Robert Milharcic
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Re: [osg-users] MatrixTransforms and MatrixD

2013-09-23 Thread Robert Osfield
Hi Simon,

I'm afraid I can't spot what might be amiss from your code snippets and
description.  All I can say is the local origin scheme used by VPB and
other tools like osgEarth works extremely well.  I've explain how it's
structured so don't know what more to add.  Perhaps others can provide some
advice.

Robert.


On 23 September 2013 16:13, Voelcker, Simon 
simon.voelc...@student.hpi.uni-potsdam.de wrote:

 Hi,

 thank you for your quick answer. In fact, my project is part of a GIS and
 these big transforms are are actually part of such a local origin
 approach. However, I still have not understood where the inaccuracies that
 I see come from. I have, however, reduced the critical part of my scene
 graph construction to just a few lines of code:

 // let bigMatrix1 and 2 be my transforms with numbers in the order of
 magnitude of a million
 // let scene be the subgraph that contains visible geometry
 // let root be the top of my scene graph


 // approach #1 (working fine)

 ref_ptrMatrixTransform bigTransform1 = new
 MatrixTransform(bigMatrix1);

 ref_ptrMatrixTransform bigTransform2 = new
 MatrixTransform(bigMatrix2);

 bigTransform1-addChild( scene );

 bigTransform2-addChild(bigTransform1);

 root = bigTransform2;



 // approach #2 (visible inaccuracies)

 ref_ptrMatrixTransform singleTransform = new
 MatrixTransform(bigMatrix1 * bigMatrix2);

 singleTransform-addChild( scene );

 root = singleTransform;


 I have searched my entire project for Vecf's and Matrixf's. I use none of
 them. The matrix I set in my subclass of CameraManipulator is also a
 Matrixf. As another experiment, I have casted the big matrices down to
 Matrixf once, and multiplied them with test vectors. The floating point
 errors that came out of this where pretty much in the order of magnitude of
 the inaccuracies that I witness when using the above approach #2 (with
 doubles). So, it really looks as if OSG was using float when doing my
 transforms in 2 steps.


 I am somewhat desperate for an answer to this... Do you have any ideas
 what could go wrong here, or how I could investigate the problem any
 deeper? Is it possible to apply a MatrixTransform node to a Vec3 'by hand'?


 Greets,

 Simon


 PS: All of this is targeting iOS. Just in case this is important.


 
 Von: osg-users-boun...@lists.openscenegraph.org [
 osg-users-boun...@lists.openscenegraph.org] im Auftrag von Robert
 Osfield [robert.osfi...@gmail.com]
 Gesendet: Montag, 16. September 2013 19:52
 An: OpenSceneGraph Users
 Betreff: Re: [osg-users] MatrixTransforms and MatrixD

 Hi Simon,

 The OSG by default uses double Matrices (osg::Matrix is typedef'd to
 osg::Matrixd) for all internal transforms and camera matrices.  The
 matrices are all accumulated in doubles and passed to OpenGL as doubles.
  Most OpenGL drivers will then cast the matrices down to floats when
 passing down to the GPU, but as the OSG passes a fully accumulated
 modelview matrix the precision is at least the best you can get.

 To best handle scenes with large extents one breaks the scene into
 regional tiles, each of which has a local origin and then a MatrixTransform
 above the tile subgraph to place it in it's final world coordinates.  The
 OSG is used widely in the GIS market with many users handling whole earth
 database without precision issues.

 So... for you as long as you haven't deliberately compiled the OSG to use
 osg::Matrix and a osg::Matrixf then you'll be uses doubles.  How you manage
 your scene graph and internal transforms will be the key, get it right as I
 suggest above then you shouldn't have issues.

 Robert.


 On 16 September 2013 17:48, Voelcker, Simon 
 simon.voelc...@student.hpi.uni-potsdam.demailto:
 simon.voelc...@student.hpi.uni-potsdam.de wrote:
 Hi,

 I am using MatrixTransform nodes with matrices that contain quite large
 numbers. When I stack two of these transforms, I notice severe floating
 point inaccuracies in the scene, although I use double precision matrices
 to set up my transform nodes. Is it possible that OSG uses only single
 precision here (internally), and if so, how can I force it to use double
 precision?

 I know I could multiply my matrices directly and use a single
 MatrixTransform node, but I want to avoid this since it breaks my
 architecture.

 Thanks in advance,
 Simon
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Re: [osg-users] Possible bug in osg::State::applyShaderCompositionUniform

2013-09-23 Thread Aurelien Albert
Hi rmilh,


 If there is some interest I could send all the stuff to the submissions at 
 the end of this week


Thanks for the sharing offer, I'm interested !

I think I've made some progress in the analysis of my problem, could you just 
test the following inside your experimental shader composition project ?

(I would like to know if you have any side effects.)

in osg/State.cpp :
in the method : State::apply(const StateSet* dstate)
comment the following line :

_currentShaderCompositionUniformList.clear(); 

Thank you!

Cheers,
Aurelien

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