Re: [osg-users] MSVS2015 3rdparty build

2015-07-26 Thread Trajce Nikolov NICK
Thanks Bjorn !

On Mon, Jul 27, 2015 at 12:00 AM, Björn Blissing 
wrote:

> Hi Nick,
>
> If building it from source is an option for you. I have made a CMake
> script to simplify the building some of the most important 3rd party
> dependencies.
>
> https://github.com/bjornblissing/osg-3rdparty-cmake
>
> Best regards
> Björn
>
> Den 25 jul 2015 1:47 em skrev Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com>:
> Hi Community,
>
> anyone aware of build of the 3rdparty dependencies with MSVS 2015 and
> willing to share?
>
> Thanks a bunch as always!
>
> Cheers,
> Nick
>
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Re: [osg-users] MSVS2015 3rdparty build

2015-07-26 Thread Björn Blissing
Hi Nick,

If building it from source is an option for you. I have made a CMake script to 
simplify the building some of the most important 3rd party dependencies.

https://github.com/bjornblissing/osg-3rdparty-cmake

Best regards
Björn

Den 25 jul 2015 1:47 em skrev Trajce Nikolov NICK 
:
Hi Community,

anyone aware of build of the 3rdparty dependencies with MSVS 2015 and willing 
to share?

Thanks a bunch as always!

Cheers,
Nick

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Re: [osg-users] ClipNode Opposite Behavior

2015-07-26 Thread Glenn Waldron
Erick,
gl_FragCoord is almost certainly not what you want (Google it). Try
something like this:

Vertex shader:

uniform vec3 center;
varying float dist;
void main()
{
vec4 vertex = gl_ModelViewMatrix * gl_Vertex;
dist = length(center - vertex.xyz);
}

Fragment shader:

uniform float rad;
varying float dist;
void main()
{
if ( rad < dist )
discard;
else
gl_FragColor = ...;
}



Glenn Waldron / @glennwaldron

On Fri, Jul 24, 2015 at 9:22 AM, Erik Hensens  wrote:

> Thanks Christian. It's funny you mention that because since I'm not
> setting the color, the quad looks like an old television tuned to a
> frequency not in service, i.e. "static" or "snow". I think every time the
> quad is rendered each fragment's color is set to whatever value is in some
> uninitialized portion of memory, and each fragment changes color each time
> it is rendered. Quite a funny effect!
>
> I added the following line to set the color, and now it is always blue,
> but it's still not putting a hole in my quad, it's all there or all gone
> depending on whether I say if (fDist < rad) or if (fDist > rad):
>
>
> Code:
>
> // The fragment shader program source code
> std::string szFragSource(
> "uniform vec3 center;\n"
> "uniform float rad;\n"
> "void main()\n"
> "{\n"
> "float fDistX = gl_FragCoord.x - center.x;\n"
> "float fDistY = gl_FragCoord.y - center.y;\n"
> "float fDistZ = gl_FragCoord.z - center.z;\n"
> "float fDist = sqrt(fDistX * fDistX + fDistY * fDistY + fDistZ *
> fDistZ);\n"
> "gl_FragColor = vec4(0.0,0.0,1.0,1.0);\n"
> "if (fDist < rad) discard;\n"
> "}\n"
> );
>
>
>
>
> Any other ideas about why my code doesn't achieve what I want? For
> example, am I using gl_FragCoord correctly? Are there other errors in my
> frag source?
>
> Thanks again!
>
>
> cbuchner1 wrote:
> > I believe your fragment shader is not setting the output fragment color
> at all, which is a minimum requirement for a fragment shader to work.
> >
> >
> > Christian
> >
> >
> >
> > 2015-07-23 23:59 GMT+02:00 Erik Hensens < ()>:
> >
> > > Sorry for the triplicate post, I received an error message on trying
> to post until I removed the quotes...
> > >
> > > --
> > > Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=64458#64458 (
> http://forum.openscenegraph.org/viewtopic.php?p=64458#64458)
> > >
> > >
> > >
> > >
> > >
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> > >
> >
> >
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