Re: [osg-users] problem with cessna texturing

2015-10-27 Thread Vadim Balashoff
my code is here (its about 220 Kb) in RAR: http://vvb.nailedgames.com/osg/cessna_texture_trouble.rar (220 Kb) within an archive there are CMakeLists.txt, texture image, main.cpp and cessna.osg so there are all needed files to compile project with 'cmake ./' and 'make' -- Read th

Re: [osg-users] problem with cessna texturing

2015-10-27 Thread Vadim Balashoff
here is my code: http://vvb.nailedgames.com/osg/main.htm Code: #include #include #include #include #include #include #include #include #include int main () { osg::Material *material = new osg::Material(); material->setEmission(osg::Material::FRONT, osg::Vec4(0.8, 0.8, 0.8, 1

[osg-users] problem with cessna texturing

2015-10-27 Thread Vadim Balashoff
I have trouble with applying texture to cessna osg model. The texture is showing, but is not fitting model at all. When I rotate plane, texture is not rotating. Could you please point my error? Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=

[osg-users] DDS Textures

2015-10-27 Thread David Heitbrink
I have two separate issues with DDS textures. First and the most annoying is after moving from OSG-3.2.x to OSG-3.4.0 my grayscale textures now show up red. I did not change the source textures or models between versions. I have another problem with mip mapped dds textures. I have a number of

Re: [osg-users] Third-Person Camera Manipulator

2015-10-27 Thread Michael Chapman
Hi, This turned out to be an issue with the FBX exporter in Blender. The issue only occurred when I was exporting my model as the "FBX 7.4 binary" option. When I switched to the "FBX 6.1 ascii" option, then the model exported with the correct scale and coordinate frame. Evidently, the osg fbx p

Re: [osg-users] how to set width and Stipple of a osgText::BoundingBox?

2015-10-27 Thread Robert Osfield
Hi Lv, osgText::Text implementation is very pretty old now, with a design driven by the needs of very old hardware. If I were to rewrite osgText I would not implement it the has been. I would not recommend adding OpenGL coding into osgText::Text as this breaks OSG's ability to do lazy state upda

Re: [osg-users] how to set width and Stipple of a osgText::BoundingBox?

2015-10-27 Thread Lv Qing
Thx!Robert! The situation is,we have modified the text.cpp to create some other styles rather than boundingbox. Like a BoundingLine,one end to one of the corner of a BoundingBox,the other end linked to a osg::Node. So if a text have a BoundingLine and a BoundingBox,I just want draw

Re: [osg-users] how to set width and Stipple of a osgText::BoundingBox?

2015-10-27 Thread Robert Osfield
Hi Lv, I haven't tried modifying the drawing style of bounding box of an osgText::Text before, but it should be possible by decorating the Text subgraph with an osg::StateSet with the osg::LineStipple and osg::LineWidth StateAttributes attached to the StateSet to control the stipple and line width

[osg-users] how to set width and Stipple of a osgText::BoundingBox?

2015-10-27 Thread Lv Qing
Hi, I want to modify text.cpp so can set osgText::BoundingBox's width and line Stipple. Here is how osg draw BOUNDINGBOX in text.cpp: if (_drawMode & BOUNDINGBOX) { if (_textBB.valid()) { state.applyTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF);

Re: [osg-users] OSGNode VBO Control

2015-10-27 Thread Robert Osfield
Hi Ignitus, On 27 October 2015 at 15:43, Ignitus Boyone wrote: > I can spend sometime exploring render order. The scene has a few dynamic > elements and I believe if the uploads for those elements happens after the > VBO draw-calls then I am likely suffering a longer pipeline stall then I > rea

Re: [osg-users] OSGNode VBO Control

2015-10-27 Thread Ignitus Boyone
Hi, I can spend sometime exploring render order. The scene has a few dynamic elements and I believe if the uploads for those elements happens after the VBO draw-calls then I am likely suffering a longer pipeline stall then I really can afford. ... Thank you! Cheers, Ignitus

Re: [osg-users] OSGNode VBO Control

2015-10-27 Thread Robert Osfield
Hi Ignitus, I can't help feel that you are diving into low level stuff way you've established that it's required. The OSG can manage update's to VBO's for you, it doesn't current support updating parts of osg::Array, potentially you can implement this yourself with a custom draw callback or custo

[osg-users] OSGNode VBO Control

2015-10-27 Thread Ignitus Boyone
Hi, I'm starting to work my way through the source for Geometry and Drawable, but more experienced minds might be able to point me in the right directions sooner. I'm working on a AR HUD and because a later point in the project might require the loading of complex models to represent avatars o

Re: [osg-users] Setting update callback for osgSim::LightPointNode has no effect

2015-10-27 Thread Trajce Nikolov NICK
Thanks Robert for the hints and the explanation! Cheers, Nick On Tue, Oct 27, 2015 at 2:25 PM, Robert Osfield wrote: > HI Nick, > > The way the OSG implement node callbacks are as traversal callbacks that > are nested within the traverse of the node itself, so it's in effect a > traverse childr

Re: [osg-users] Setting update callback for osgSim::LightPointNode has no effect

2015-10-27 Thread Robert Osfield
HI Nick, The way the OSG implement node callbacks are as traversal callbacks that are nested within the traverse of the node itself, so it's in effect a traverse children callback. In the case of osgSim::LightPointNode it's implemented as a leaf node so doesn't bother calling NodeVisitor::travers

[osg-users] Setting update callback for osgSim::LightPointNode has no effect

2015-10-27 Thread Trajce Nikolov NICK
Hi community, I installed an update callback to a osgSim::LightPointNode .. However it is never called. Any hints, clue? Thanks as always! Nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscen

Re: [osg-users] Oculus+OSG

2015-10-27 Thread Björn Blissing
Chris Hanson wrote: > Is the additional performance penalty for OGL apps (versus DX) from context > sharing still an issue? Well, I still see some frame drops in the OpenGL example compared to the DirectX version, which is running without any drops at all. But it's much better compared to the

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

2015-10-27 Thread michael kapelko
Hi. I failed to implement shadows myself and failed to understand osgShadow, so ended up simply using it in a separate pass, as you outlined. Can't help here, sorry. 2015-10-27 16:02 GMT+07:00 Sebastian Messerschmidt < sebastian.messerschm...@gmx.de>: > Hi folks, > > Sorry for hijacking this thre

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

2015-10-27 Thread Sebastian Messerschmidt
Hi folks, Sorry for hijacking this thread, but after a relatively long time I'll have to work on deferred shadow mapping again. I did sample implementation using mentioned osgRecipes' EffectCompositor some time ago: https://bitbucket.org/kornerr/osg-deferred-shading I checked out the exam