[osg-users] How to build a grid model by OSG

2013-09-27 Thread WillScott
Hi Here, Recently , I want to build a grid model by OSG. However , the model really bother me a lot. The following is core codes I have use: for (int u = 0; u < XSize; u++) { osg::ref_ptr linesGeom = new osg::Geometry(); osg::ref_ptr pointsVec = new osg::Vec3Array(); fo

Re: [osg-users] Picking implementation

2013-09-27 Thread Aurelien Albert
Hi, I've got the same picking problem with several mesh (which use vertex displacement or tesselation). To solve that, I always render my scene in a FBO, with 2 color attachements : - first draw buffer is a regular color texture - second draw buffer is a texture with only 1 channel, in "int" for

Re: [osg-users] [osgOcean] Some questions about osgRiver ???

2013-09-27 Thread Trajce Nikolov NICK
hahaha .. come on all the option :-) Nick On Fri, Sep 27, 2013 at 9:08 PM, Kim Bale wrote: > Traitor ;) > > K. > > > On 27 September 2013 20:00, Trajce Nikolov NICK < > trajce.nikolov.n...@gmail.com> wrote: > >> >3 -for the sea I use osgOcean, >> >> Nothing against osgOcean. I have used

Re: [osg-users] [osgOcean] Some questions about osgRiver ???

2013-09-27 Thread Kim Bale
Traitor ;) K. On 27 September 2013 20:00, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > >3 -for the sea I use osgOcean, > > Nothing against osgOcean. I have used it as well in a project, but > switched over to Triton (check it out, same coming from sundog-soft as > SilverLining

Re: [osg-users] [osgOcean] Some questions about osgRiver ???

2013-09-27 Thread Trajce Nikolov NICK
and if you are really after fully opensource you can look for osgEphemeris, a work I think done by Don Burns years ago, but that was my initial step before figuring out SilverLining as well Nick On Fri, Sep 27, 2013 at 9:00 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > >3 -

Re: [osg-users] [osgOcean] Some questions about osgRiver ???

2013-09-27 Thread Trajce Nikolov NICK
>3 -for the sea I use osgOcean, Nothing against osgOcean. I have used it as well in a project, but switched over to Triton (check it out, same coming from sundog-soft as SilverLining ) Nick On Fri, Sep 27, 2013 at 8:56 PM, Chris Hanson wrote: > 4-for the sky I am trying with Silverlight(the

Re: [osg-users] [osgOcean] Some questions about osgRiver ???

2013-09-27 Thread Chris Hanson
4-for the sky I am trying with Silverlight(the demo), I think you mean Silver Lining. Good luck and you're welcome! -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • Ope

Re: [osg-users] [osgOcean] Some questions about osgRiver ???

2013-09-27 Thread Mohammed Djeralfia
Hi, Thanks for the answers, so unfortunately there is no trace for its creator, so I must make some others efforts to find the problem and correct it. In my case I think that to create a realistic 3D environement, the integration of the forest,building,roads,rivers, ocean and skys are very impo

Re: [osg-users] Picking implementation

2013-09-27 Thread Robert Osfield
Hi Max, I would not recommend trying to to use rendering to do picking, it requires a round trip to the graphics card making it a very slow way to do picking. If you can do picking on the CPU. Robert. On 27 September 2013 17:34, Max Bandazian wrote: > Hi, > > I'm trying to implement picking

Re: [osg-users] Picking implementation

2013-09-27 Thread Max Bandazian
Ideally I'd be doing it on the CPU, but the particular objects I'm picking are skinned meshes drawn in a 3rd party library, so I don't think there's any reasonable way to do that, since the vertex positions aren't known on the CPU. Max On Fri, Sep 27, 2013 at 2:00 PM, Robert Osfield wrote: > Hi

Re: [osg-users] [osgOcean] Some questions about osgRiver ???

2013-09-27 Thread Kim Bale
Hi Mohammed, I can answer your first question. osgRiver was never integrated into the trunk because I felt that the way it had been combined in its current state needed some work and sadly I simply haven't had time to work on it. I haven't gone over the code for a long time but I seem to remember

Re: [osg-users] [osgOcean] Some questions about osgRiver ???

2013-09-27 Thread Chris Hanson
Just to be clear, AlphaPixel has no affiliation with osgRiver. I just snagged a copy when it was posted years ago, and when it disappeared from mailing-list archives, I made my copy available to anyone who wants it. It seems like there is renewed interest in it, so I would love to see some of thes

[osg-users] Picking implementation

2013-09-27 Thread Max Bandazian
Hi, I'm trying to implement picking via rendering a single frame with unique colors set on each object in the scene, and getting segfaults in the graphics driver. I'm about out of debugging ideas, so any help would be appreciated. The general outline is I create a viewer, give it a shared context,

[osg-users] [osgOcean] Some questions about osgRiver ???

2013-09-27 Thread Mohammed Djeralfia
Hi, I have just tested osgRiver(from alphapixel.com) and the river is not displyed correctly, the water is on the right corner of the river.3DS but only 1 segment of 9 is displayed (-15 to 0). I had tried to change the code of osgRiver in RiverGraph::MergeRiverFromPoints(vector points) at : Riv

Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.

2013-09-27 Thread Kim Bale
Hi Dario, I would take a look inside the surface fragment shader and then tone down the mix function that blends the reflection texture with the surface. It should be pretty simple. Regards, Kim. On 27 September 2013 17:37, Dario Minieri wrote: > Hi, > > I'm looking to modify the amount of r

[osg-users] [osgOcean] Regulate the Ocean Reflection intensity.

2013-09-27 Thread Dario Minieri
Hi, I'm looking to modify the amount of reflections intensity inside ocean. I'm using last trunk rev 258. I'm stuck into this piece of code inside OceanScene: Code: _reflectionMatrix = osg::Matrixf( 1, 0, 0, 0, 0, 1, 0, 0,

Re: [osg-users] default OSG InverseViewMatrix uniform

2013-09-27 Thread Trajce Nikolov NICK
Robert, osg_ViewMatrixInverse seam to not be set properly in case of nested cameras nick On Wed, Sep 25, 2013 at 7:23 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Thanks Robert. Didn't know where to search for it eaither. Thanks ! > > Nick > > > On Wed, Sep 25, 2013 at 7:19