[osg-users] Camera representing node

2013-10-07 Thread Mots G
Hi, I'm trying to add cameras to the scene (dropping models across the scene) and the user could drag them or rotate them and change its parameters. All works good for the first time, however, I lose track if the user rotates the camera representing object. I'm banging my head with simple math but

[osg-users] Problem with Jpeg plugin

2013-10-07 Thread Bram Vaessen
Hi, I know this has been asked before, but I could not find a decent answer in previous posts. The problem is that I compile osg, and I want to use the plugin for jpeg. Now I followed the directions exactly (I think) on the getting started sections. I downloaded the dependencies, put them in a

Re: [osg-users] Deprecated osgViewer::computIntersections

2013-10-07 Thread Chris Hanson
Thanks for the tip. I'm see an epsilon of -6.2774385622041925e+066 which looks uninitialized to me. I'm going to dig further. I last built revision 13699. Maybe I'll just update and rebuild everything and see if the problem is already resolved. On Mon, Oct 7, 2013 at 1:49 PM, Robert Osfield wro

Re: [osg-users] Deprecated osgViewer::computIntersections

2013-10-07 Thread Robert Osfield
Hi Jason, In svn/trunk and OSG-3.2 branch I've changed the epsilon to 1e-6 to handle axis align planar bounding boxes. Robert. On 7 October 2013 19:26, Jason MacDonald wrote: > Hi, > > I'm not sure of the details of your problem, but I recently had a problem > with intersections as well. > Th

Re: [osg-users] Deprecated osgViewer::computIntersections

2013-10-07 Thread Jason MacDonald
Hi, I'm not sure of the details of your problem, but I recently had a problem with intersections as well. The epsilon value was changed in LineSegmentIntersector.cpp line 410. I changed back to 1e-4 from 1e-13 and it solved my problems. Cheers, Jason -- Read this topic online h

Re: [osg-users] compatibity profile

2013-10-07 Thread Robert Milharcic
On 5.10.2013 20:15, Sajjadul Islam wrote: Code: #version 400 in vec3 VertexPosition; in vec3 VertexColor; out vec3 Color; void main() { Color = VertexColor; gl_Position = vec4(VertexPosition,1.0); } Please try it on your end and let me know!! Hi Sajjadu, I can't try your code

Re: [osg-users] How to add shadows to deferred shading?

2013-10-07 Thread michael kapelko
I've corrected camera position and now it looks better: http://youtu.be/9LUOO9VfFTc with more highlights. Again, thanks for the help. 2013/10/7 michael kapelko > I think this produces (0, 0, 0) too... So turns out camera is always at > (0, 0, 0) in every space? > Or I can't really invert (0, 0,

Re: [osg-users] How to add shadows to deferred shading?

2013-10-07 Thread michael kapelko
I think this produces (0, 0, 0) too... So turns out camera is always at (0, 0, 0) in every space? Or I can't really invert (0, 0, 0) vector? 2013/10/7 michael kapelko > I've changed it to: > > vec3 cameraPos_worldspace = mat3(osg_ViewMatrixInverse) * vec3(0, 0, 0); > > I hope that's correct now

Re: [osg-users] How to add shadows to deferred shading?

2013-10-07 Thread michael kapelko
I've changed it to: vec3 cameraPos_worldspace = mat3(osg_ViewMatrixInverse) * vec3(0, 0, 0); I hope that's correct now. 2013/10/7 Marcel Pursche > Hi, > > your right, this part of the shader code is wrong. This direction needs to > be calculated: > > Code: > > posDir_worldspace = normalized(c

Re: [osg-users] How to add shadows to deferred shading?

2013-10-07 Thread Marcel Pursche
Hi, your right, this part of the shader code is wrong. This direction needs to be calculated: Code: posDir_worldspace = normalized(camera_worldspace-p_worldspace); The way it is done in the shader only works for viewspace positions, as the camera position is always 0,0,0 in viewspace coordi

Re: [osg-users] How to add shadows to deferred shading?

2013-10-07 Thread michael kapelko
Hm. If posDir_worldspace is actually the direction from the vertex to the camera (eye), then may be it's not really in world space, but in camera (eye) space? And all of the 2nd pass FS calculations too? 2013/10/7 Marcel Pursche > Hi, > > your comments are looking good so far. A good name for t

Re: [osg-users] How to add shadows to deferred shading?

2013-10-07 Thread Marcel Pursche
Hi, your comments are looking good so far. A good name for the "posDir_worldspace" would be view direction or eye direction. In most lighting formulas it is abbreviated with V or E. It is the direction from the vertex to the eye/camera. There are good wikipedia articles that explain the theoreti

Re: [osg-users] How to add shadows to deferred shading?

2013-10-07 Thread michael kapelko
Thanks for the info. I'll try to do as you suggested. Can anyone please check if my conclusions are correct in the shader comments? The 1st and 2nd pass shaders are right at the top: https://bitbucket.org/kornerr/osg-deferred-shading/src/9a2bb7f2c800f3f3d4632ba4fcc27549aa4b7967/main.cpp?at=default

Re: [osg-users] luxrender material support

2013-10-07 Thread Mukundan A R
Hi Robert, Ok. I will go with your suggestion. Thanks a lot. Regards, Mukundan On 7 October 2013 16:37, Robert Osfield wrote: > HI Mukrundan, > > I haven't ever heard of luxrender before so can't provide any assistance. > I'd guess most others won't be able to either for a niche product. >

Re: [osg-users] luxrender material support

2013-10-07 Thread Robert Osfield
HI Mukrundan, I haven't ever heard of luxrender before so can't provide any assistance. I'd guess most others won't be able to either for a niche product. Me thinks you first need to understand what luxrender does, a quick google search on it looks like it's a high quality software renderer. It

[osg-users] luxrender material support

2013-10-07 Thread Mukundan A R
Hi, I am using OpenSceneGraph 3.0.1. The task I am having is to support luxrender materials in osg nodes. I could not find any API which reads luxrender material and coverts it to a form which osg::Material can understands it. Please guide me how to go about supporting luxrender materials if anyo