Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-04-21 Thread Chris 'Xenon' Hanson
Prosenjit wrote:
> Using melted chocolate as cake decoration? I'm making a cake this weekend and 
> what I'm planning on doing is melting white chocolate, using food coloring 
> (I'm thinking red) and then using a pastry bag to decorate and/or write on 
> the cake. I've never done this before so I'm wondering...will the heat of the 
> melted chocolate cause the frosting to get melty as well? Has anyone done 
> this before?

  You need to use the OSGCake NodeKit, which exposes the osgChocolate and 
osgFrosting
class types. If you derive a custom class from BOTH of these base classes, you 
can then
use the setColor(osgFrosting::Red) method to do what you're asking. Also, look 
into the
PastryBagDecorator pattern.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-04-21 Thread Art Tevs

margueratesullivan wrote:
> Using melted chocolate as cake decoration? I'm making a cake this weekend and 
> what I'm planning on doing is melting white chocolate, using food coloring 
> (I'm thinking red) and then using a pastry bag to decorate and/or write on 
> the cake. I've never done this before so I'm wondering...will the heat of the 
> melted chocolate cause the frosting to get melty as well? Has anyone done 
> this before?


Hi folks,

sorry, I had no clue that this one seems to be a spammer too. The registration 
data was well done and email adress was also not suspicious. I even do not 
understand, what does this statement above means. I have deactivated his 
account. 

Cheers,
art

P.S. I think I will check how to introduce a "first post lock", so that the 
first message of the users has to be moderated.

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Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-04-21 Thread Prosenjit
Using melted chocolate as cake decoration? I'm making a cake this weekend and 
what I'm planning on doing is melting white chocolate, using food coloring (I'm 
thinking red) and then using a pastry bag to decorate and/or write on the cake. 
I've never done this before so I'm wondering...will the heat of the melted 
chocolate cause the frosting to get melty as well? Has anyone done this before?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=10499#10499





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Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Ben Axelrod
Oh cool, how do you do that?
Thanks,
-Ben


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, 
Gordon
Sent: Monday, March 23, 2009 3:39 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap Required OpenGL Extensions

We handle card discrepancies like texture size, number of units etc, by 
querying the the cards cabalilties and setting up our limits in our programs 
from them.

( now some dang cards can tell out right lies about what they support and drop 
to s/w mode at times  but thats another story )

Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
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From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Monday, March 23, 2009 3:24 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap Required OpenGL Extensions
Ben Axelrod wrote:
Thanks,
Do you think that changing the shadow texture size will have any affect here?  
I have noticed a somewhat similar failure of ShadowMap when I have a very large 
mesh file, and decreasing the shadow texture size seems to fix that.

Oh, possibly.  The GeForce 5's might have had a smaller max texture size, too.  
It's been a while, so I don't remember the numbers exactly.  In general, 
though, they had tighter limits than the modern cards.

--"J"
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Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Tomlinson, Gordon
We handle card discrepancies like texture size, number of units etc, by
querying the the cards cabalilties and setting up our limits in our
programs from them.
 
( now some dang cards can tell out right lies about what they support
and drop to s/w mode at times  but thats another story )
 

Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Daly
Sent: Monday, March 23, 2009 3:24 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap Required OpenGL Extensions


Ben Axelrod wrote: 

Thanks,



Do you think that changing the shadow texture size will have any
affect here?  I have noticed a somewhat similar failure of ShadowMap
when I have a very large mesh file, and decreasing the shadow texture
size seems to fix that.


Oh, possibly.  The GeForce 5's might have had a smaller max texture
size, too.  It's been a while, so I don't remember the numbers exactly.
In general, though, they had tighter limits than the modern cards.

--"J"


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Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Jason Daly

Ben Axelrod wrote:


Thanks,

 

Do you think that changing the shadow texture size will have any 
affect here?  I have noticed a somewhat similar failure of ShadowMap 
when I have a very large mesh file, and decreasing the shadow texture 
size seems to fix that.




Oh, possibly.  The GeForce 5's might have had a smaller max texture 
size, too.  It's been a while, so I don't remember the numbers exactly.  
In general, though, they had tighter limits than the modern cards.


--"J"

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Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Ben Axelrod
Thanks,

Do you think that changing the shadow texture size will have any affect here?  
I have noticed a somewhat similar failure of ShadowMap when I have a very large 
mesh file, and decreasing the shadow texture size seems to fix that.

-Ben


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Monday, March 23, 2009 1:40 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap Required OpenGL Extensions

Ben Axelrod wrote:
I should probably specify the graphics cards in question.

The working card is a NVidia 7300 LE.  The card that passes the test, but still 
does not work is a NVidia NV37GL [Quadro FX 330/Quadro NVS280] (rev a2)

The NV37 is a GeForce 5-era card, so it should fully support programmable 
shading, although there were limits on how long and/or complex the shaders 
could be.  I wonder if you're running into a shader instruction limit or 
something like that.

--"J"
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Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Jason Daly

Ben Axelrod wrote:


I should probably specify the graphics cards in question.  

 

The working card is a NVidia 7300 LE.  The card that passes the test, 
but still does not work is a NVidia NV37GL [Quadro FX 330/Quadro 
NVS280] (rev a2)




The NV37 is a GeForce 5-era card, so it should fully support 
programmable shading, although there were limits on how long and/or 
complex the shaders could be.  I wonder if you're running into a shader 
instruction limit or something like that.


--"J"

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Re: [osg-users] ShadowMap Required OpenGL Extensions

2009-03-23 Thread Ben Axelrod
I should probably specify the graphics cards in question.

The working card is a NVidia 7300 LE.  The card that passes the test, but still 
does not work is a NVidia NV37GL [Quadro FX 330/Quadro NVS280] (rev a2)

-Ben


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ben Axelrod
Sent: Friday, March 20, 2009 12:42 PM
To: OpenSceneGraph Users
Subject: [osg-users] ShadowMap Required OpenGL Extensions

My application checks for the existence of some OpenGL extensions before 
allowing ShadowMap to be turned on.  So far, I have been using this test:

if (GL_EXT_framebuffer_object &&
   (GL_ARB_fragment_program || GL_EXT_fragment_program) &&
   (GL_ARB_fragment_program_shadow || GL_EXT_fragment_program_shadow))
{
  //enable ShadowMap
}

Note that I am using the 'fixed function fallback' by calling clearShaderList() 
after init() but before first frame.

However, I have come across a graphics card that passes this test, yet does not 
render shadows properly.

This graphics card has these key extensions:
GL_EXT_framebuffer_object
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader

As far as I can tell, the only extensions this card does NOT have, that my 
other card (which renders shadows fine) does is:
GL_ARB_texture_non_power_of_two
GL_ATI_texture_mirror_once
GL_EXT_clip_volume_hint
GL_EXT_texture_mirror_clamp

Does ShadowMap require any of these extensions?

Also, FYI, the graphics card in question has many more extensions that my 
working card does not have:
GL_ARB_fragment_shader
GL_ARB_half_float_pixel
GL_ARB_multisample
GL_ARB_pixel_buffer_object
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_shader
GL_S3_s3tc
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_gpu_program_parameters
GL_EXT_packed_depth_stencil
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_stencil_two_side
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_sRGB
GL_EXT_timer_query
GL_IBM_rasterpos_clip
GL_KTX_buffer_region
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_framebuffer_multisample_coverage
GL_NV_half_float
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_SUN_slice_accum


Thanks,
-Ben
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