[osg-users] problems getting shadow demo to work

2017-02-19 Thread Lee Butler
I am trying to get shadows to work.  Alas, the example code in 
examples/osgshadow run with no arguments only produces a blue background 
and black geometry.I'm running on Windows 10 and I have 2 different 
machines, one with Intel HD 5500 graphics and one with a GTX770.  A 
number of the other OSG programs work fine.  On the machine with the 
NVIDIA card, if I explicitly request scene four with the "-4" option 
then shadows appear in that scene, but only that one.  Any hints on how 
to debug this would be most welcome.


Lee
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Re: [osg-users] osgTerrainGenerator

2017-02-19 Thread Nickolai Medvedev
Hi, Julien.

Yes, the box filtering implemented here(3x3).

I had no purpose to add tessellation, or something like that.
My example - it's just a terrain generation. In future, perhaps, i may add 
tessellation.

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Re: [osg-users] osgTerrainGenerator

2017-02-19 Thread Julien Valentin
Hi

I followed the link in your sources on gamedev archives
Have you implemented the bo filtering too?
This kind of approach seams a bit old to me (2004) and It has been quite a 
while since I used VPB but perhaps box filtering could be an interesting 
feature (if it'not already there).

There are been plenty of evolutions on terrain rendering litterature since the 
rise of the tesselation shader and the deprecation of approach such as SOAR.
ex: (its DX stuff but have its gl equivazlent)
https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/sdk/11/TerrainTessellation_WhitePaper.pdf
or simply dl gameworkd nvidia opengl sdk there
https://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/opengl_samples/terraintessellationsample.htm

I don't know if vpb is still used in the community...
Robert may have his idea on it...
  
cheers



Raizel wrote:
> Hi, Robert.
> 
> osgTerrainGenerator creates terrain from heightmap and creates
> the specified quantity of LODs(simplified VPB).
> 
> Of course, you can use it as a part of OSG.


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Re: [osg-users] osgTerrainGenerator

2017-02-19 Thread Julien Valentin


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Re: [osg-users] intersection tests

2017-02-19 Thread Trajce Nikolov NICK
Hi Robert, Julien,

it is my bad :( .. Again, and I apologize for the noise.

I studied the code, understood it, and it is just perfect and works great.
The story is that in the system setup there is a HOT Server (with a copy of
the database) and IG channels (with their own copy of the databases). The
IG channels have the terrain rotated and the HOT server does not, thus
inconsistency leading me to wrong assumptions and chasing a ghost

Please ignore and thanks for the patience with me

Good thing is, this lead me to learn a bit of more OSG code :)

Cheers!
Nick

On Sun, Feb 19, 2017 at 9:15 AM, Robert Osfield 
wrote:

> On 18 February 2017 at 21:25, Trajce Nikolov NICK
>  wrote:
> > yes ...
> >
> > Now, digging into the bits of the IntersectionVisitor::apply(
> osg::Transform&
> > transform) I am seeing it it keeps a stack of the ModelMatrices and they
> are
> > correct, as the visitor traverse the scene it premult the matrices from
> the
> > MatrixTransforms, to this is ok  the code (the osg code) looks just
> > perfect to me just there is a small bug sitting somewhere :)
>
> Could it simply be a precision issue?
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Re: [osg-users] osgTerrainGenerator

2017-02-19 Thread Nickolai Medvedev
Hi, Robert.

osgTerrainGenerator creates terrain from heightmap and creates
the specified quantity of LODs(simplified VPB).

Of course, you can use it as a part of OSG.

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Re: [osg-users] osgTerrainGenerator

2017-02-19 Thread Robert Osfield
Hi Nickolai,

Could you provide some explanation of what you osgTerrainGeneration does?

How do you intend others to use this example?  Are you publishing as
open source?

Robert.

On 18 February 2017 at 19:08, Nickolai Medvedev  wrote:
> Hi, community!
>
> Finally, i did it. osgTerrainGenerator is done.
>
> Robert, what you think about this example?
>
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>
>
>
>
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Re: [osg-users] osg::Image::setImage problem

2017-02-19 Thread Robert Osfield
On 18 February 2017 at 21:57, Evan Tsai  wrote:
> Can you point me to more detailed documentation about the definition of these 
> two parameters, packing and rowLength?

The parameters all related to OpenGL functions that define the packing
of the source image, packing and rowlength parameters are also
literally what they are.

Also If the doxgen docs aren't sufficient then go look at the
implementation i.e. src/osg/Image.cpp.

For you own tasks what will be important is what the source data is
packed as, the OSG can't help you with you, only you know what tool
you are using to read your image data, so it's down to you to do this
research.

Robert.
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Re: [osg-users] intersection tests

2017-02-19 Thread Robert Osfield
On 18 February 2017 at 21:25, Trajce Nikolov NICK
 wrote:
> yes ...
>
> Now, digging into the bits of the IntersectionVisitor::apply(osg::Transform&
> transform) I am seeing it it keeps a stack of the ModelMatrices and they are
> correct, as the visitor traverse the scene it premult the matrices from the
> MatrixTransforms, to this is ok  the code (the osg code) looks just
> perfect to me just there is a small bug sitting somewhere :)

Could it simply be a precision issue?
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Re: [osg-users] [ A Stack Overflow for OSG? ]

2017-02-19 Thread Robert Osfield
On 18 February 2017 at 18:49, Johny Canes  wrote:
> If you are so above the gripes of a newbie then why do the vets flock to 
> flame this thread. I am not the firestarter, I have apparently hit a nerve of 
> the elite here.

What hits a nerve is that fact you are rude, it's you that are
embodying what you criticize others of.  You have been asked to avoid
this type of emotive manipulative language several times but still you
persist.

The problem is far less the mailing list/forum and far more your
attitude towards others. Refrain from this attitude and you'll find
that us elite's are actually incredibly patient and supportive.
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