Re: [osg-users] ShadowMap Required OpenGL Extensions
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShadowMap Required OpenGL Extensions
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10500#10500 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShadowMap Required OpenGL Extensions
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShadowMap Required OpenGL Extensions
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 __ 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" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 __ 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" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShadowMap Required OpenGL Extensions
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" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ShadowMap Required OpenGL Extensions
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org