Re: [osg-users] osgviewerQt example - 3D disappears if Viewer height is zero
Yeah, we had to override the Qt resizeEvent function for our osgQt::GLWidget subclass to ensure that neither width nor height were being set to zero before calling the parent's version. Alistair Baxter Software Engineer Join us for the 2014 Houston Roadshow on 4th April More details on our Calendar: http://www.mve.com/calendar Midland Valley Exploration Ltd. 144 West George Street Glasgow G2 2HG United Kingdom Tel: +44 (0) 141 332 2681 Fax:+44 (0) 141 332 6792 The structural geology experts ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VertexAttribArrayList serialization
Hi Robert, I'm a bit lost with the issue. Isn't the osgb-format supposed to be stable? Can you at least point me to the revision where this might have changed? Summarized: It seems files written by the trunk-revision 14033 cannot be read by older versions (osg111, 3.3.1). Also files containing vertex attribute arrays cannot be read by the revision it was written with. cheers Sebastian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShadowMap + Other shaders (bump, specular, etc) example???
Hi Michael, this sounds good but I just tried and it seam without changing the OSG code it is not possible as well. The StandardShadowMap does not holds any instance of the StandardShadowMap::ViewData where the _stateset is kept. Nick On Tue, Apr 15, 2014 at 7:29 AM, michael kapelko korn...@gmail.com wrote: I would derive from StandardShadowMap to gain access to _stateset variable. Then, osg::StateSet::getAttribute can return osg::Program it contains. 2014-04-14 22:44 GMT+07:00 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com: I looked at the code of StandardShadowMap.cpp and I think this object at line: 544 osg::Program has to be exposed to the interface as well. Robert, will You accept such a change, it is minor but will change the interface with one getProgram() method and will not brake anything. This case is good example of such a need when you for example wants to mix the shaders of the ShadowMap with your own Nick On Mon, Apr 14, 2014 at 12:35 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Knowing the problem a bit I think the question is how to access the osg::Program of the shader technique for binding vertex attributes like the binormal and tangents arrays. Nick On Mon, Apr 14, 2014 at 11:07 AM, Jaime xatp...@hotmail.com wrote: Thanks kornerr. I was checking your code, but the problem is that I don't want deferred shading, because I need transparency too. I think I should use LightSpacePerspectiveShadowMap because there I can use setShadowVertex/FragementeShader. Nick helped me with his code (thanks again Nick!), but we need to pass the attributes (binormal and tangent) to the shader, and then it has to be used by osg Shadow Mapping. So, does anybody know how to pass attributes to this shaders?? Thanks a lot! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58910#58910 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] multi-threading troubles with 2 graphic cards
Dear all, I'm trying to render a town with 2 graphic cards in the same computer: i7-3770 (quad core with hyper-threading = 8 cores virtual), 2x gtx780ti, xubuntu 12.04, OSG3.2.0. A separate X server run on each card and there is only one monitor(screen) attach to each card. So I run the application twice (one per X server) with separate graphical context and DrawThreadPerContext threading model. I monitor cpu core usage with sar command (from sysstat package). The system sees 8 cores as expected. The two Application+cull threads are running on two separate cores (that's nice) but the two draw threads are allways running on the same core resulting in a lack of performance... Have you got any idea to solve this trouble ? Thank you! Cheers, Thierry -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58945#58945 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] A suspicious bug of MatrixD
Dear all, The following code in the header file MatrixD looks very suspicious to me: inline Vec3d getScale() const { Vec3d x_vec(_mat[0][0],_mat[1][0],_mat[2][0]); Vec3d y_vec(_mat[0][1],_mat[1][1],_mat[2][1]); Vec3d z_vec(_mat[0][2],_mat[1][2],_mat[2][2]); return Vec3d(x_vec.length(), y_vec.length(), z_vec.length()); } Shouldn't the index order be the other way around? I mean it should be inline Vec3d getScale() const { Vec3d x_vec(_mat[0][0],_mat[0][1],_mat[0][2]); Vec3d y_vec(_mat[1][0],_mat[1][1],_mat[1][2]); Vec3d z_vec(_mat[2][0],_mat[2][1],_mat[2][2]); return Vec3d(x_vec.length(), y_vec.length(), z_vec.length()); } The behaviour of my program was strange before I fix this problem. I'm not 100% percent sure, but since it's of fundamental importance, I still decided to report. Best regards, Tianlan Shao ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Definding against aggressive domain
Hi I hate these types of people. I've had some troll sitting on hogbox.com for years now. I brought hogbox.co.uk when I was a student and couldn't afford .com at the time. Then someone brought .com and occasionally sends me emails saying they will sell it to me for a price in the hundreds of dollars. I just reply saying they're a troll and I will never pay them over the odds for a hobby url. Anyhow, frustration vented. As we have the decent URLs I agree it doesn't really matter, especially as there is no money changing hands on these urls. The worst that might happen is someone gets there forum login pinched when they go to openschemegraph.com ;) Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShadowMap + Other shaders (bump, specular, etc) example???
Well, you said you want osg::Program at StandardShadowMap.cpp:544. That osg::Program is set to _stateset just on the next line. So if osg::Program of _stateset doesn't work for you, there's no use exposing it. 2014-04-15 17:50 GMT+07:00 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com: Hi Michael, this sounds good but I just tried and it seam without changing the OSG code it is not possible as well. The StandardShadowMap does not holds any instance of the StandardShadowMap::ViewData where the _stateset is kept. Nick On Tue, Apr 15, 2014 at 7:29 AM, michael kapelko korn...@gmail.comwrote: I would derive from StandardShadowMap to gain access to _stateset variable. Then, osg::StateSet::getAttribute can return osg::Program it contains. 2014-04-14 22:44 GMT+07:00 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com: I looked at the code of StandardShadowMap.cpp and I think this object at line: 544 osg::Program has to be exposed to the interface as well. Robert, will You accept such a change, it is minor but will change the interface with one getProgram() method and will not brake anything. This case is good example of such a need when you for example wants to mix the shaders of the ShadowMap with your own Nick On Mon, Apr 14, 2014 at 12:35 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Knowing the problem a bit I think the question is how to access the osg::Program of the shader technique for binding vertex attributes like the binormal and tangents arrays. Nick On Mon, Apr 14, 2014 at 11:07 AM, Jaime xatp...@hotmail.com wrote: Thanks kornerr. I was checking your code, but the problem is that I don't want deferred shading, because I need transparency too. I think I should use LightSpacePerspectiveShadowMap because there I can use setShadowVertex/FragementeShader. Nick helped me with his code (thanks again Nick!), but we need to pass the attributes (binormal and tangent) to the shader, and then it has to be used by osg Shadow Mapping. So, does anybody know how to pass attributes to this shaders?? Thanks a lot! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58910#58910 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org