[osg-users] Using another threading library with osg's openthreads?

2012-10-03 Thread Nav Joseph
As a general question, expecting a general or specific answer, I'd like to know if it is efficient to use another threading library like OpenMP or TBB on top of OSG's threading? I'm asking because openthreads and tbb would be using their own thread pools, so when it comes to getting hardware th

[osg-users] osg::PPU , Texture unit associated with depth buffer

2012-10-03 Thread Peterakos
Hello In osgppu_ssao project in simple.h file, there are the following lines: shader->add("originalDepthTexture", osg::Uniform::SAMPLER_2D); shader->set("originalDepthTexture", 1); Where is the depth texture associated with texture unit 1 ? i couldnt find it anywhere. thnx.

[osg-users] Backward compatibility with custom serializers

2012-10-03 Thread Farshid Lashkari
Hi, I recently added serialization support for a custom osg::Object derived class in my application. I saved the object to a osgt and osgb file and attempted to load it into an older version of my application, which didn't have serialization support for my custom object yet. Loading the osgt file

Re: [osg-users] osgPPU::Processor and other root's children traversing order

2012-10-03 Thread Sergey Polischuk
Hiiirc ppu stuff does it things at a renderbin 100. Cheers. 03.10.2012, 23:42, "Peterakos" :Hello.I am working on osgPPU but there are some things i haven't completely understood yet.I add 2 children in root's group.A cow model and the osgPPU::Processor.In processor i have added 1 child which outpu

[osg-users] osgPPU::Processor and other root's children traversing order

2012-10-03 Thread Peterakos
Hello. I am working on osgPPU but there are some things i haven't completely understood yet. I add 2 children in root's group. A cow model and the osgPPU::Processor. In processor i have added 1 child which outputs the depth buffer and under that child i have added 1 child which outputs to frame b

Re: [osg-users] Bug in Qt thread integration

2012-10-03 Thread Chris Long
Hi, Thanks for the replies and suggestions. I think I might not have explained the issue as well as I thought, so I'll try again. QThread::currentThread does return a value with static type QThread*. However, it might not point to a QThread instance, but an instance of a subclass of QThread.

Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-10-03 Thread Paul Martz
Hi Craig -- as far as I know, no one is using vertex array objects with OSG. I am using OSG built for GL3 in an external OpenGL 3/4 project, but for file loading only, not for rendering. (The external project requires OSG built for GL3 in order to avoid including both gl.h and gl3.h in the same

Re: [osg-users] VBO and vertex attribute data

2012-10-03 Thread Janna Terde
Hi, I've tried to use gl_MultiTexCoord1 and do geometry->setTexCoordArray(1, secondTexCoords); instead of custom vertex attributes to pass my data and it seems to be working. Does anyone know if there is some kind of problem with using custom vertex attributes ( using methods like setVerte

Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-10-03 Thread Craig Bosma
Robert, Paul, et. al: Has any further discussion or work gone into adding proper VAO support to OSG? I'm interested in contributing if I can, mostly because I'd like to see full 3.2 support for OS X. Craig On Mon, Mar 5, 2012 at 8:22 AM, Robert Osfield wrote: > Hi David, > > On 4 March 2012 20:

Re: [osg-users] VBO and vertex attribute data

2012-10-03 Thread Janna Terde
This is being done and as I mention it works fine unless I try to use vertex buffer object. so lets say code like this works: Code: geometry->setVertexAttribArray(s_attributeIndex, m_vertexAttributes.get()); geometry->setVertexAttribBinding(s_attributeIndex, osg::Geometry::BIND_PER_VERTEX);

[osg-users] bumpmapping and tangentspacegenerator, generating tangents

2012-10-03 Thread John Moore
Dear OSG users, I am trying to develop bump mapping using opengl es 2.0 and openscenegraph. I can't use osgFX because of opengl es 2.0. I have to apply a bump map to an obj that has the map embedded in the MTL. The mtl is like this: newmtl Nuovo Kd 0.80 0.80 0.80 illum 2 Ns 50.78125

Re: [osg-users] glslDevil

2012-10-03 Thread Chris Hanson
May be you can take a look at apitrace. The sources are available at > git://github.com/apitrace/apitrace.git > and that is and stays open source. > > Thanks. To me, APItrace looks functionally similar to gDebugger. GLSLdevil is a whole different class of GLSL debugging. > Greetings > > Mathia

Re: [osg-users] glslDevil

2012-10-03 Thread Mathias Fröhlich
Hi, On Tuesday, October 02, 2012 14:01:59 Chris Hanson wrote: > Does anyone here on the list know any of the folks involved in the > glslDevil project: > http://www.vis.uni-stuttgart.de/glsldevil/ > > This seems to be one of the few prospects for a cross-platform (Linux and > Windows anyway)

Re: [osg-users] dynamic multithreading problem

2012-10-03 Thread Filip Arlet
Hi, I think the problem maybe located in my custom Drawable class. It draws text geometry instead of textured quads (like in osgText::Test). It basicaly works like Group with multiple transforms and geodes with character geometry. But I really need it to be Drawable (structure of transform will

Re: [osg-users] VBO and vertex attribute data

2012-10-03 Thread Sebastian Messerschmidt
Hello Janna, If you use a shader program you'll have to bind the attributes to the program: const std::string name="v_tangent" program->addBindAttribLocation(name, index); Then in the vertex shader you can access the attribute via: attribute vec3 v_tangent; hth Sebastian Hi, I am working o