[osg-users] Floating point FBO Instancing texture

2014-04-02 Thread Paul Pocock
Hi all, I'm instancing geometry using a floating point texture containing worldspace positions. The position texture and instancing work. Resolution is constant at 1024x768 Now I'm trying to use a FBO (pre-render) to write to a position texture and use that in the instancing shader (It

Re: [osg-users] Composite Viewer framerate multiple cameras on large data

2014-04-02 Thread Robert Osfield
HI Nick, What type of frame rate do you get when running on a single window vs multiple windows? What do the frame stats suggest for what is the bottleneck? Sharing context won't help as it'll force you to use single threaded viewer. There might be other routes though, so as just using one

[osg-users] Easy blur effect with HUD Camera?

2014-04-02 Thread Petr Svoboda
Hi, I would like to make something like menu using overlaying HUD Camera with background blurred. Code: http://rk.md/wp-content/uploads/2012/08/2012-08-18_4.jpg - something like this but with sharp / focused scoreboard but everything else blurred How to do it? I tried osgmotionblur

Re: [osg-users] Easy blur effect with HUD Camera?

2014-04-02 Thread Sebastian Messerschmidt
Hi Petr, You will have to render your scene to texture (RTT) and perform a shader-blur pass before displaying it in the viewer. Look at the render to texture example and the shader examples. Finding a blur shader should be easy with most search websites, or in the osgPPU examples. So

[osg-users] GeometryTechnique and texture coordinates

2014-04-02 Thread Sebastian Messerschmidt
Hi, I have geocentric dataset (which is already compiled with osgDEM) and I'm facing an issue. In my shaders I rely on valid texture coordinates for tangentSpace generation and various other effects like detail-splatting. Unfortunately (and quite obvious due to performance restrictions) the

Re: [osg-users] GeometryTechnique and texture coordinates

2014-04-02 Thread Robert Osfield
Hi Sebastian, osgTerrain is designed to allow you to override the TerrainTechnique attached to the TerrainTile via the Terrain node that can be used to decorate the terrain. The Terrain::setTerrainTechniquePrototype(TerrainTechinque*) is used to set the TerrainTechnique that tiles should use.

Re: [osg-users] GeometryTechnique and texture coordinates

2014-04-02 Thread Sebastian Messerschmidt
Hi Robert, Thanks for the quick response. This means a lot of code duplication and I guess I will have to traverse every tile for Terrain nodes. I'll check it and see how it works out. cheers Sebastian Hi Sebastian, osgTerrain is designed to allow you to override the TerrainTechnique

Re: [osg-users] GeometryTechnique and texture coordinates

2014-04-02 Thread Robert Osfield
On 2 April 2014 15:55, Sebastian Messerschmidt sebastian.messerschm...@gmx.de wrote: Hi Robert, Thanks for the quick response. This means a lot of code duplication and I guess I will have to traverse every tile for Terrain nodes. No, the design is meant that your just assign your custom

Re: [osg-users] osgLeap Leap Motion Integration

2014-04-02 Thread Johannes Scholz
Hi Mathieu, nice to hear you find osgLeap useful. Please make a zip of all osgLeap files you checked out including all changed. I will make a diff to check for changes. What version/revision did you check out and what were the difficulties you had? Thank you! Cheers, Johannes

Re: [osg-users] Easy blur effect with HUD Camera?

2014-04-02 Thread Paul Martz
If you're not picky about the blur quality, just render to a texture that is 1/16th the size of your screen (1/4 width x 1/4 height), then apply the texture to a fullscreen quad with GL_LINEAR filtering. This can be accomplished with OpenGL v1.0 functionality and should be fast and well-supported