Re: [osg-users] getting correct light position

2012-03-28 Thread Sergey Polischuk
Hi check if you treat directional light in a right way (i mean use light direction instead of position and such) 28.03.2012, 13:29, Andrey Ibe xry...@gmail.com: Hi, i am doing an off-line ray-tracing. at the beginning of the computation i fetch all the lights and then use them. the

Re: [osg-users] VDSM and directional light problem

2012-03-28 Thread Robert Osfield
Hi Mike, I don't know the root of the problems you've seen yet, but as a general comment, the ViewDependentShadowMap implementation currently only implements perspective shadow maps for directional lights, and fallback to using an orthographic shadow map for positioning lights. So for you it

Re: [osg-users] simplifier tristripifier

2012-03-28 Thread Robert Osfield
Hi Cedric, The TriStripVisitor is really something that was valuable 5+ years ago, these days modern graphics cards prefer larger primitive batches using index triangle meshes, with the index ordering optimized to make the best use of the vertex cache on the GPUs. The problem with tri-stripping

Re: [osg-users] Image::readPixels (3.0.1)

2012-03-28 Thread Robert Osfield
Hi Andrew, Calling setPacking after you've called setData or allocateImage will break the packing of the image and is not something you should do. There will circumstances that it would be safe, but in general it won't be. What to do about this flexibility of osg::Image that provides the

[osg-users] osgShadow private members of PSSM

2012-03-28 Thread Daniel Schmid
Hi there Is there a reason why in ParallelSplitShadowMap, lots of the interesting members are private? I would like to derive my own PSSM, and implement multitexturing, but for this I do not have access to _textureUnitOffset, which is a private member and does't even have a setter method...

Re: [osg-users] getting correct light position

2012-03-28 Thread Andrey Ibe
Hi and thank you for the quick suggestion. i double checked. i treat all three types of the light equally, in terms of vector mathematics. the only difference is the attenuation stuff, but these values are scalar. Cheers, Andrey -- Read this topic online here:

Re: [osg-users] osgShadow private members of PSSM

2012-03-28 Thread Robert Osfield
Hi Daniel, I would recommend using over ViewDependentShadowMap over ParallelSplitShadowMap, this does mean use a recent dev release rather than a stable release but the new shadow technique can do parallel splits shadow maps as well as perspective shadow maps and make it easy to switch/between or

[osg-users] Any one has updated osgVrpn from Mike Weiblen to OSG-3.xx ?

2012-03-28 Thread Pierre Bourdin
Dear all, I just wanted to do a short test using osg vrpn... I managed to compile osgVRPN osgVRPNviewer... It runs, but there's something wrong ? It looks like the camera matrix is not updated, or more probably it is squashed before the repaint ? The application is blinking, but no update of the

[osg-users] GraphicsWindowingSystem ::DestroyWindow() crash

2012-03-28 Thread Steven Powers
I'm having an issue with window initialization. The crash occurs on the GraphicsWindowWin32::setPixelFormat() return. Specifically within the ~OpenGLContext() destructor on this line: Line 558- ::DestroyWindow(_hwnd); The crash seems to be caused by some sort of a race condition but I can't

Re: [osg-users] Image::readPixels (3.0.1)

2012-03-28 Thread Andrew Cunningham
Just imagine this scenario of a DrawCallBack struct SnapImage : public osg::Camera::DrawCallback { SnapImage(unsigned int format): _snapImage(false),_format(format) { _image = new osg::Image; _image-setPacking(4); } ~SnapImage(){}; virtual void

Re: [osg-users] Frame Rate Decay w/ Silver Lining Integration

2012-03-28 Thread Christiansen, Brad
Hi, Sorry it has taken so long to respond. The joy of releases! The issue was resolved by updating to the 300 series drivers (had to use a modified inf file to be able to install drivers more recent than 276 for my laptop, that is why I didn't try this straight away.) Turning off threaded