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

2013-10-10 Thread michael kapelko
Hi. I've fixed the problem with the depth texture display, now it looks like this: http://youtu.be/XMOalXm0KdE I had to use [0; 1] scale for the quad to display DEPTH_BUFFER texture: http://goo.gl/xU9u3u The quad creation function: http://goo.gl/TbGaet However, I don't get why the display of all

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

2013-10-10 Thread Sebastian Messerschmidt
You are using gl_FragCoord in your shaders. I don't find the shader displaying the depth texture however, which will result in fixed function gl_TexCoord ... Hi. I've fixed the problem with the depth texture display, now it looks like this: http://youtu.be/XMOalXm0KdE I had to use [0; 1]

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

2013-10-10 Thread Sebastian Messerschmidt
Forget what I said. But seriously, provide a shader for the debug output. It makes debugging a lot easier. You are using gl_FragCoord in your shaders. I don't find the shader displaying the depth texture however, which will result in fixed function gl_TexCoord ... Hi. I've fixed the

Re: [osg-users] mixing OpenGL with OSG - textures

2013-10-10 Thread Trajce Nikolov NICK
Hi Aurlien, Are you willing and free to share the GL Texture wrapper code? Nick On Tue, Oct 8, 2013 at 10:43 PM, Aurelien Albert aurelien.alb...@alyotech.fr wrote: Hi, At first, I was playing with Texture::TextureObject, but I found difficult to make OSG to delegate the control on

Re: [osg-users] mixing OpenGL with OSG - textures

2013-10-10 Thread Aurelien Albert
Hi, Here it is : Code: #include RenderBox/GLBoxWrappers/GLBoxOsgTexture.h #include GLBox/Texture/Texture.h // MyTexture::MyTexture() : osg::StateAttribute () , p_CustomerTexture (NULL) { } // MyTexture::MyTexture(CustomerTexture* pCustomerTexture) :

Re: [osg-users] mixing OpenGL with OSG - textures

2013-10-10 Thread Trajce Nikolov NICK
thanks ! Nick On Thu, Oct 10, 2013 at 12:13 PM, Aurelien Albert aurelien.alb...@alyotech.fr wrote: Hi, Here it is : Code: #include RenderBox/GLBoxWrappers/GLBoxOsgTexture.h #include GLBox/Texture/Texture.h // MyTexture::MyTexture() : osg::StateAttribute () ,

[osg-users] how many Graphics Context each viewer object return ?

2013-10-10 Thread Sajjadul Islam
Hi forum, If i declare a osgViewer::Viewer , how many Graphics Context does it return . I read from somewhere that OSG creates separate context for each window. Does it also return several contexts even if i declare osgViewer::ViewerBase::setThreadingModel(

[osg-users] IncrementalCompileOperation OnDemandMode

2013-10-10 Thread Filip Arlet
Hi, My issue: 1) I have application that runs on demand. So I dont want to achieve 60 framerates, 10 is more than enought. 2) Application loads very big chunk of data, but not all of them are displayed right away. 3) When I zoom in and show all data (from some area), display lists from that

Re: [osg-users] IncrementalCompileOperation OnDemandMode

2013-10-10 Thread Aurelien Albert
Hi, I used to do something like that... from my memories, all that I can say is I used the osgUtil::GLObjectsVisitor to do a on-demand-compile-traversal right after loading an object. Cheers, Aurelien -- Read this topic online here:

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

2013-10-10 Thread Marcel Pursche
Hi, your other buffers use the rectangle format. This texture format can be accesed with unormalized coordinates [0, texturesize]. Regular 2D textures need to be accessed with normalized texture coordinates [0, 1]. Thank you! Cheers, Marcel -- Read this topic online here:

[osg-users] Collada node name vs id

2013-10-10 Thread Farshid Lashkari
Hi all, I noticed that the Collada loader was modified a while back to assign the node name to the osg::Node, instead of the node ID. This seems like a good change overall, but we have existing customers/applications that depend on the previous use of the node ID. In order to support legacy

Re: [osg-users] Collada node name vs id

2013-10-10 Thread Robert Osfield
Hi Farshid, Option 2 gets my vote. Robert. On 10 October 2013 17:22, Farshid Lashkari fla...@gmail.com wrote: Hi all, I noticed that the Collada loader was modified a while back to assign the node name to the osg::Node, instead of the node ID. This seems like a good change overall, but

[osg-users] osgPPU or osgFX:EffectCompositor for my purposes

2013-10-10 Thread Ethan Fahy
Hello all, Yes I've posted tangential posts in the past but I'm returning to this work after a hiatus and would like to make sure I'm using the correct library/technologies as I dive back in. I'm looking to use an osg-compatible post-processing library that is capable of the following:

[osg-users] Away on trip

2013-10-10 Thread Robert Osfield
Hi All, I'm away on trip and will be back next Thursday so if you are looking for answers or me to merge submissions you'll need to be patient :-) In my absence please keep testing the OSG-3.2 branch in prep for 3.2.1. Thanks, Robert. ___ osg-users