Re: [osg-users] texture mapping to trapezoid

2009-05-25 Thread Can Hosgor
Hi,

Thanks for all the replies. My problem was solved by applying some sort of 
perspective correction to my texture coordinates. 

While creating the geometry I supplied a Vec3Array instead of a Vec2Array as 
tex coord array. The tex coords that stay on short edge of the trapezoid, get a 
z value of (len_short_edge / len_long_edge) whereas the the other tex coords 
got 1.

Before sampling, the fragment shader divided the incoming tex coord vector by 
its z. (In order to obtain a texture coordinate whose z is always 1). 

I changed:
osg::Vec2Array *t = new osg::Vec2Array;
t->push_back(osg::Vec2(0, 0));
t->push_back(osg::Vec2(0, 1));
t->push_back(osg::Vec2(1, 1));
t->push_back(osg::Vec2(1, 0));
geom->setTexCoordArray(0, t);
to:
osg::Vec3Array *t = new osg::Vec3Array;
t->push_back(osg::Vec3(0, 0, 1));
t->push_back(osg::Vec3(0, 0.33f, 0.33f));
t->push_back(osg::Vec3(0.33f, 0.33f, 0.33f));
t->push_back(osg::Vec3(1, 0, 1));
geom->setTexCoordArray(0, t);

and used the following fragment shader:

uniform sampler2D sampler;
void main()
{
  vec3 texCoord = gl_TexCoord[0];
  gl_FragColor = texture2D(sampler, texCoord / texCoord.z);
}

Have a nice day,
Can

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Re: [osg-users] texture mapping to trapezoid

2009-05-22 Thread Can Hosgor
Hi Shayne, 

Thank you for the quick response :)

A screen shot of quad is available here:
http://img36.imageshack.us/img36/5741/problem2009052217560820.jpg

I left my texture attributes as default. Also didn't change anything at a 
parent stateset (in other words, i gave the node returned by createBillboard() 
directly to osgViewer::setSceneData)

my texture is a 256x256 bmp file which is available here:
http://img40.imageshack.us/img40/981/spot.png

Thanks,
Can

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[osg-users] texture mapping to trapezoid

2009-05-22 Thread Can Hosgor
Hi,

I 'm having trouble mapping a texture2d to a quad. The texture looks correct 
when the quad is rectangle/square shaped, but incorrect when it is trapezoid 
shaped.

I'm using the following code to create the geometry:
http://pastebin.com/m47ba3f47

How can i fix it so that the texture looks correct (as if it was squeezed at 
the top and stretched at the bottom)

Thank you!

Cheers,
Can

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Re: [osg-users] how to draw an object once

2009-05-03 Thread Can Hosgor
you can try adding an osg::Switch as a parent of your model and deactivate the 
subgraph containing your model using a custom UpdateCallback

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Re: [osg-users] unable to glReadPixels in osg::Drawable::drawImplementation

2009-04-29 Thread Can Hosgor
looks like the problem isn't with the code itself, but the scene graph that 
gets rendered before somehow didn't write to the depth buffer.

sorry for bothering you,
can

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[osg-users] unable to glReadPixels in osg::Drawable::drawImplementation

2009-04-29 Thread Can Hosgor
Hi,

I'm trying to implement a custom osg::Drawable which need to check the depth 
component of a certain pixel before rendering itself. The problem is, 
glReadPixels always returns 1.0 (even for the entire viewport, which obviously 
should not be possible). I didn't touch the default settings of depth 
test/range. Can anyone guess what the problem might be?

... 

Thank you.

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[osg-users] requesting help on lighting system

2009-03-31 Thread Can Hosgor
Hello,

We are developing a commercial game/simulation engine based on OpenSceneGraph. 
We will be using this engine for a driving simulator that takes place in urban 
environments. Right now our most challenging problem is how to implement a high 
performance lighting system without compromising visual quality. 

The first issue was the poor lighting quality offered by fixed function 
pipeline, which we tried to overcome by using per-pixel lighting in shaders.

The second issue we faced was the 8 light source limit of OpenGL. We tried to 
overcome this issue by using either selective lighting or multipass lighting. 
Selective lighting was fast, but introduced visual awkwardness like suddenly 
switching on light sources while navigating the environment. The multipass 
solution was better, but it degraded performance when used in combination with 
shaders.

Since most of the lights in our scene are static (i.e. street lamps), we 
thought about disburdening the gpu by using lightmaps for static light sources. 
Unfortunately, using the lightmap generation offered by modelling tools is not 
an option since our customers will be able to create new environments in a 
custom "map editor" application. We implemented a simple lightmap generator 
which generates a separate lightmap for each drawable and for each light state 
(on/off), but this heavily increased our memory usage. 

We would like to hear your opinions on how we should progress from now on. 
Also, some sources of information regarding the subject will be very much 
appreciated.

Thanks in advance,
Can Hosgor

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Re: [osg-users] transforming normals

2009-03-20 Thread Can Hosgor
Thanks, I will try it as soon as possible

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[osg-users] transforming normals

2009-03-20 Thread Can Hosgor
Hi,

I'm writing a simple nodevisitor to compute the lightmap of a given node. This 
nodevisitor treats transforms and geodes specially, so that each vertex in the 
geometry is multiplied with the most recent transform matrix in order to obtain 
world coordinates. So far the above code works well except that i don't know 
how to transform the normals. Can I obtain the normal matrix directly from the 
transformation matrix, if so how?

Thank you,
Can

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[osg-users] PagedLOD - paging out of nodes?

2009-02-20 Thread Can Hosgor
Hello,

Currently, I'm trying to learn how paging works in osg. As an example, I 
divided my scene into several tiles, where each tile is an osg::PagedLOD. Then 
I add three osg::Groups to each tile. Each group contains some models i loaded 
for a specific detail level. In other words, the first group contains large 
buildings which can be seen from a large distance, the second group relatively 
smaller buildings an so forth. 

So far, the LOD functionality works great, now i want the PagedLODs to unload 
its contents when not visible, and load back when they become visible again. I 
wonder if this is supported by PagedLOD by default or should I take some other 
approach.

Thanks,
Can Hosgor

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