Re: [osg-users] osgWidget Frame borders

2013-03-14 Thread Alexandre Valdetaro
I am having this same problem here. Did anyone find a solution for it? Does 
anyone not have this problem?

Thanks,
Alex

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Re: [osg-users] Callback for resize events

2013-02-19 Thread Alexandre Valdetaro
Ok, i'll go with the cull callback workaround since i am working on a big 
project and do not want to mess with a global handler.

Thanks for the reply!

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[osg-users] Callback for resize events

2013-02-18 Thread Alexandre Valdetaro
Hi,

I currently have a shader that needs the screen resolution as an Uniform. Is 
there a simple way to have the resolution uniform updated by a resize event?

Thank you!

Cheers,
Alexandre

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Re: [osg-users] Tessellation shaders not working with Radeon Cards

2013-01-16 Thread Alexandre Valdetaro
Just tested with Intel HD Graphics 4000 and it is not working as well. It seems 
to be a different problem than the AMD one though.
... 

Thank you!

Cheers,
Alexandre

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Re: [osg-users] Drawable init method?

2013-01-15 Thread Alexandre Valdetaro
Sorry about this delay, i did not notice when i looked and the compileGLObjects 
method that it was also const, which still confuses me.

First of all thanks for the explanation! 
Still, how is one supposed to create any opengl element (VBOs, textures...) to 
use inside the drawImplementation method when overriding it? I apologize if it 
is something simple and i am not seeing it, but i havent found an example that 
has such scenario. If there is one, could someone please point me to it?

Thanks in advance!

Cheers,
Alexandre

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Re: [osg-users] Drawable init method?

2013-01-15 Thread Alexandre Valdetaro
Hummm, now i understand. I really makes perfect sense. I will follow your 
advice and implement the gl objects in a multibuffered way then.

Thanks a lot for the explanation, it really helped.

Cheers,
Alexandre

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Re: [osg-users] Drawable init method?

2012-12-18 Thread Alexandre Valdetaro
Ok, that was exactly what i needed.

Thanks a lot!

Cheers,
Alex

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[osg-users] Drawable init method?

2012-12-06 Thread Alexandre Valdetaro
Hi,

I just figured out that i was having a lot of trouble when creating vbos inside 
a drawable because there was no opengl context set during its initialization.

After searching for a while i found out that if i initialized the vbos inside 
drawImplementation method then everything would work. There is one problem 
however, drawImplementation is const.

I ended up setting all my members to mutable and all my methods to const so i 
could make it work. And now it is working.

Isn't there a more proper way of initializing stuff inside a drawable? I would 
expect a initialize method or something like it, or a non const 
drawImplementation method.

I also tried to set the context before initializing the drawable without using 
the drawImplementation method to no avail.

Thanks a lot fellows

Cheers,
Alexandre

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Re: [osg-users] Tessellation shaders not working with Radeon Cards

2012-12-05 Thread Alexandre Valdetaro
Hi,

I have been trying to render using tessellation shaders with OSG in a Win7 x64 
with 2 different Radeon cards (obviously with support for hardware 
tessellation) but they are behaving very strangely. They show nothing in FILL 
mode but work in LINE or POINT mode. Also, even in these modes backface culling 
culls everything...

I have tested with NVidia cards and everything seemed to work normally.

The very osg example osgtessellationshaders is not working here. 

Tried with OSG 3.0.1 and 3.1.2, already updated the AMD drivers and none worked.

BTW, when i used OpenGL code inside an OSG node everything seems to work fine.

Has anyone successfuly executed the osgtessellationshaders in a win7 x64 with a 
radeon card?

EDIT:

After trying to isolate the problem, it seems that the first 2 vertices of 
every patch that is passed to osg are repeated for the rest of the patches. 
I.e. when passing an index array of (1,3,2,0) and a vertex array of (A,B,C,D), 
i expected to receive in the shader a primitive (B,D,C,A), but i receive 
(B,D,D,B). Htat is, the first to indices are always repeated.

I do not have much experience with osg, so I cannot investigate much further 
than that.

... 

Thank you!

Cheers,
Alexandre

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[osg-users] Tessellation shaders not working with Radeon Cards

2012-12-04 Thread Alexandre Valdetaro
Hi, i have also tried to post this in the forum, but my account there is
moderated since i created it and i don't know why, so i am trying to get in
touch with the community here. If the post gets repeated please delete it.

I have been trying to render using tessellation shaders with OSG in a Win7
x64 with 2 different Radeon cards (obviously with support for hardware
tessellation) but they are behaving very strangely. They show nothing in
FILL mode but work in LINE or POINT mode. Also, even in these modes
backface culling culls everything...

I have tested with NVidia cards and everything seemed to work normally.

The very osg example osgtessellationshaders is not working here.

Tried with OSG 3.0.1 and 3.1.2, already updated the AMD drivers and none
worked.

BTW, when i used OpenGL code inside an OSG node everything seems to work
fine.

Has anyone successfuly executed the osgtessellationshaders in a win7 x64
with a radeon card?

After trying to isolate the problem, it seems that the first 2 vertices of
every patch that is passed to osg are repeated for the rest of the patches.
I.e. when passing an index array of (1,3,2,0) and a vertex array of
(A,B,C,D), i expected to receive in the shader a primitive (B,D,C,A), but i
receive (B,D,D,B). Htat is, the first to indices are always repeated.

I do not have much experience with osg, so I cannot investigate much
further than that.


Thanks
Alexandre Valdetaro
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