Re: [osg-users] Multipassshading in OSG v1.2

2007-10-12 Thread Swen Walkowski
Hello all, thanks for the answers! I have tried a look to the osgFX and to the source code (thanks Christian). One question I have. See I that right that I can just use Multipass sading at the time in OSG. I have to write my own solution like what you have posted Christian, or do the

Re: [osg-users] osg2.2 and TemplateIndexArray

2007-10-12 Thread David Callu
Hi Guillaume This look like a use of library with different version Have you rebuild and reinstall OSG before run your test. David 2007/10/11, Poirier, Guillaume [EMAIL PROTECTED]: Hello ! I just downloaded version 2.2 and switched. The only modification I've made to my code that was

Re: [osg-users] Multipassshading in OSG v1.2

2007-10-12 Thread Jean-Sébastien Guay
Bonjour Guillaume, I am attaching some code I've made that works for me to do what I call ModelEffects (multi-pass shaders on models) and PostEffects (multi-pass post-rendering on screen) that work with both Cg and glsl. I'm interested in seeing what you developed, but your attachment came

Re: [osg-users] Texture Memory supposed leak

2007-10-12 Thread David Callu
2007/10/12, Argentieri, John-P63223 [EMAIL PROTECTED]: To clarify, I create OpenGL contexts, not osg::GraphicsContexts, and use a sceneview per window. If switching to osg::GraphicsContext would fix my texture memory issues, I would do it. If that is the case, is there a good example of

Re: [osg-users] Texture Memory supposed leak

2007-10-12 Thread Argentieri, John-P63223
To clarify, I create OpenGL contexts, not osg::GraphicsContexts, and use a sceneview per window. If switching to osg::GraphicsContext would fix my texture memory issues, I would do it. If that is the case, is there a good example of using a osgUtil::SceneView with a osg::GraphicsContext that

Re: [osg-users] rendering edges of an object

2007-10-12 Thread andrej spilak
John Donovan pravi: andrej spilak wrote: Hi! I've exported an object from SolidWorks and stored it in .osg format. Now I'm trying to get rendered the edges of an object (without triangles as are seen in wireframe in the osgviewer - only the edges wireframe). What would be best

Re: [osg-users] rendering edges of an object

2007-10-12 Thread John Donovan
Hi! I'd like to know whether hidden line removed (silhouette edges) rendering can be achieved with OccluderGeometry class ? In addition, i have found Shi Yazheng's article (http://www.cs.umu.se/education/examina/Rapporter/ShiYazheng.pdf) implementing SEDGeode, which seems a good solution

Re: [osg-users] osg gui solved!

2007-10-12 Thread Mike Weiblen
Correct, for performance reasons OSG does not save/restore the GL state across GL calls. There is simply too much state to do that efficiently (without the deeper knowledge encapsulated in the non-OSG GL code) Instead, OSG keeps track of the state as OSG changes it. If you change that state

Re: [osg-users] Multipassshading in OSG v1.2

2007-10-12 Thread Poirier, Guillaume
I've seen a lot of posts lately regarding multi-pass shading. I think the core osg should probably offer more high level capabilities wrt shaders. I am attaching some code I've made that works for me to do what I call ModelEffects (multi-pass shaders on models) and PostEffects (multi-pass

[osg-users] Texture Memory supposed leak

2007-10-12 Thread Argentieri, John-P63223
Hello, I read a message concerning texture memory cleanup. Robert asked the user if he was opening and closing contexts. I am also having texture memory issues, and I AM opening and closing contexts. How are these two things related? Thanks for your help. Sincerely, John

[osg-users] camera attached to a node

2007-10-12 Thread Philip Hahn
good afternoon- I was looking at the NPS tutorials and it was mentioned in tutorial 11.1that a osgGA::TrackerManipulator can be used to attach a camera to a node. I tried this, (by attaching the TrackerManipulator to the node in question, then manually setting my view matrix using the

Re: [osg-users] Multipassshading in OSG v1.2

2007-10-12 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Poirier, Guillaume wrote: I've seen a lot of posts lately regarding multi-pass shading. I think the core osg should probably offer more high level capabilities wrt shaders. I am attaching some code I've made that works for me to do what I call

[osg-users] SceneView and texture unloading

2007-10-12 Thread Argentieri, John-P63223
I manage my own OpenGL texture sharing. Each of my multiple OS-Windows has a SceneView and the scene graph is shared. When I set my smart pointers to zero, it seems as if the textures are not properly unloading. This is a big problem for us. How can I correct it? If I extend

Re: [osg-users] camera attached to a node

2007-10-12 Thread Philip Hahn
Santosh- Yes, I did. But I'm sure I made a mistake somewhere :) After instantiating the node tracker manipulator, I bind it to a node, set the minimum distance, tracker mode and rotation mode like so: nodeTracker-setTrackNode( rootNode-getChild(1)-asGroup()-getChild(0) );