Re: [osg-users] Request for input

2012-01-29 Thread Tim Moore
On Fri, Jan 27, 2012 at 9:01 PM, Robert Osfield robert.osfi...@gmail.com wrote: ... Curiously running separate contexts via separate applications has in the past shown good scalability so I suspect the driver contention is something per application specific. Along these lines I do wonder if

[osg-users] OpenThreads reference manual, documentation or tutorial

2012-01-29 Thread Andrey Ibe
Hello all the OSG enthusiasts and gurus! Is there any tutorial for OpenThreads? or at least a reference manual for the current OSG version, preferably with some comments? all i have is a reference manual lacking almost any comments (i mean descriptions of classes, methods and parameters, data

[osg-users] Help: how to getmore than four elements via fragment shader?

2012-01-29 Thread wang shuiying
Hello, I want to record more than four elements by writing to out variable in fragment shader. I notice that FBO can connect to many buffers, so I define two images which are respectively attached to a color buffer and a depth buffer. osg source code are as follows: osg::Image

Re: [osg-users] OpenThreads reference manual, documentation or tutorial

2012-01-29 Thread Torben Dannhauer
Hi Andrey, OSG is an open source project without a big company behind it. The developers are not paid for developing OSG, they spent their spare time to enhance OSG. You can image the OSG development is always competitive to hobbies, family and of course to paid work. If YOU were an expert in

Re: [osg-users] OpenThreads reference manual, documentation or tutorial

2012-01-29 Thread Andrey Ibe
hi there! my post was NOT in any way a criticism of the developers. i am only frustrated ... well you read it anyway. what i wanted to say - maybe, a couple of lines, a single sentence - it helps a LOT. i really think this is the biggest downside of the OSG. i can't say anything else than good

[osg-users] osgParticle and transparent objects

2012-01-29 Thread Sebastian Messerschmidt
Hello, After including osgparticle into my renderer I've discovered a problem with alpha blended geometries. For a simple test (to ensure the problem is not on my side) I loaded the cessnafire model along with some alpha blended geometry in osgviewer and the transparent faces are always in

Re: [osg-users] Help: how to getmore than four elements via fragment shader?

2012-01-29 Thread Sergey Polischuk
Hi try this image for depth - imageDepth-allocateImage((int)subXRes, (int)subYRes, 1, GL_DEPTH_COMPONENT32, GL_UNSIGNED_INT); Also you can use multiple render targets to output up to 4 color textures(rgba), you need to attach buffers to osg::Camera::COLOR_BUFFER0 (1,2 etc) and output