Re: [osg-users] osgVolume::MultipassTechnique use

2016-04-28 Thread Alex Taylor
Also, If it helps, I went and looked at the MultipassTechnique::cull method for the use of invert, there is only one instance: if (vs) { MultipassTileData* tileData = dynamic_cast(vs->getTileData(cv, getVolumeTile())); if (tileData)

Re: [osg-users] [ANN] Windows Binaries of OSG 3.4.0 : Visual C++ 2015 and Intel C++ 2016

2016-04-28 Thread Stuart Mentzer
Chris Hanson wrote: > Hey Stuart, we should coordinate. Sure. I'll email you directly for parts of the discussion that won't be of general interest. Since the first info I posted for you I have got the builds scripted after the initial CMake setup tweaks. Stuart -- Read

Re: [osg-users] [ANN] Windows Binaries of OSG 3.4.0 : Visual C++ 2015 and Intel C++ 2016

2016-04-28 Thread Chris Hanson
Hey Stuart, we should coordinate. On Thu, Apr 28, 2016 at 4:11 PM, Stuart Mentzer wrote: > Hi Sebastian, > > > SMesserschmidt wrote: > > Can you elaborate on the specific versions used for the 3rd-party > libraries? Especially if you compiled against Qt and possibly which

Re: [osg-users] [ANN] Windows Binaries of OSG 3.4.0 : Visual C++ 2015 and Intel C++ 2016

2016-04-28 Thread Stuart Mentzer
Hi Sebastian, SMesserschmidt wrote: > Can you elaborate on the specific versions used for the 3rd-party libraries? > Especially if you compiled against Qt and possibly which version. I built against Qt 5.6 and osgQt was built. I used the latest version of dependencies: curl 7.48.0 freetype

Re: [osg-users] Unwanted light source when importing 3DS file.

2016-04-28 Thread Sebastian Messerschmidt
Hi Greger Hello! I am currently working extra on a project for uni where I render the scene using 9 different cameras. This is in order to show the scene on a 3D monitor, similar to the Nintendo 3DS. I have received the scene in a .3ds format. However when I import this in osg there seem to

Re: [osg-users] [ANN] Windows Binaries of OSG 3.4.0 : Visual C++ 2015 and Intel C++ 2016

2016-04-28 Thread Sebastian Messerschmidt
Hi Stuart, First of all: Thank you for giving something back to the community. Can you elaborate on the specific versions used for the 3rd-party libraries? Especially if you compiled against Qt and possibly which version. Hello dear OSG-community, OSG 3.4.0 Windows binaries built with Visual

[osg-users] Unwanted light source when importing 3DS file.

2016-04-28 Thread Greger Heid
Hello! I am currently working extra on a project for uni where I render the scene using 9 different cameras. This is in order to show the scene on a 3D monitor, similar to the Nintendo 3DS. I have received the scene in a .3ds format. However when I import this in osg there seem to be a light

[osg-users] osgViewer::Viewer fullscreen dual monitor issue

2016-04-28 Thread Soulaymen Chouri
Hi, I am still new around here, I've got the book "OpenSceneGraph 3.0 Beginner's Guide" and learning step by step. But I have dual monitors and running any osg::Viewer example I got fullscreen window on both monitors, and a splitted view as demonstrated in the attached screenshot. Bascially

Re: [osg-users] osgVolume::MultipassTechnique use

2016-04-28 Thread Alex Taylor
Robert, Here is a better looking stack trace on Linux. (I believe this stack trace has gdb debug symbols enabled, it was a bit tricky to create and integrate a build with DEBUG symbols in my environment here, apologies if I got it wrong). My guess is that the Matrixd object being inverted after

[osg-users] [ANN] Windows Binaries of OSG 3.4.0 : Visual C++ 2015 and Intel C++ 2016

2016-04-28 Thread Stuart Mentzer
Hello dear OSG-community, OSG 3.4.0 Windows binaries built with Visual C++ 2015 and Intel C++ 2016 are now available from this page on my company's site: http://objexx.com/OpenSceneGraph.html A ReadMe.txt file in the root directory of the expanded package has some details. These are 64-bit

[osg-users] OpenGL CoreProfile / error in on OS X

2016-04-28 Thread Florent Berthaut
Hi all, I am trying to port my GNU/Linux project (with OSG 3.4.0) to OS X. I first installed OSG with Macports. However the glsl shaders do not compile with anything above version 110, whereas i need at least version 3 and when available 4.2 (for image load store features). I saw this post,

Re: [osg-users] Odd Font/Text issue

2016-04-28 Thread Robert Osfield
Hi Robert, We have seen issues with some drivers/hardware combinations with texture subloading, you can disable this in osgText by setting the env var is OSG_TEXT_INCREMENTAL_SUBLOADING to OFF. Try this and see what happens. Robert. On 28 April 2016 at 16:55, Robert Kiser

Re: [osg-users] Odd Font/Text issue

2016-04-28 Thread Robert Kiser
Hello Mr. Osfield Yes, it could be a driver issue. I really don't know one way or the other. As of the moment, I don't have a way of checking this out on another driver. I will endeavor to find a way to do that, however. I didn't mean to impugn the reputation of the osgText code. Just

Re: [osg-users] Odd Font/Text issue

2016-04-28 Thread Robert Osfield
Hi Bob, It could be a driver issue. Could you try it out on a system with other graphics, for instance NVidia? Robert. On 28 April 2016 at 16:02, Robert Kiser wrote: > Hello All > > I thought I'd add my recent experience to this thread in case it helps get > to

Re: [osg-users] Odd Font/Text issue

2016-04-28 Thread Robert Kiser
Hello All I thought I'd add my recent experience to this thread in case it helps get to the bottom of this strange behavior. Like the earlier posters, I was noticing that some of my text (changed from a callback) was getting dropped (displayed as blanks). As was suggested earlier, a crude but

Re: [osg-users] Shadow projected on the opposite side too

2016-04-28 Thread Pierre-Jean Petitprez
Hi Robert, Sorry for the missing information. I use SoftShadow technique, but tested with other techniques and they always produce the same effect. And indeed I have a second light which is linked to the camera (moves with the camera). I totaly forgot this light and I think it does not work

Re: [osg-users] Shadow projected on the opposite side too

2016-04-28 Thread Robert Osfield
Hi Pierre, I think there is probably a couple of issues. You don't say which osgShadow::ShadowTechnique you use, it may well be you've picked a very simple one that isn't capable of handling this type of geometry combination. Second, shadows on back faces should be the same colour as the back

Re: [osg-users] Shadow projected on the opposite side too

2016-04-28 Thread Pierre-Jean Petitprez
Hi Sebastian and Christian, Thanks for your answers. This might have to do with wrong culling mode or geometry for the shadowmap-generation. The culling mode should be front-face and your geometry should be correct (e.g. if you do front-face culling you should have some "inner" sides to

[osg-users] [osgPlugins] Collada Plugin Not Available

2016-04-28 Thread Seppel Andrio
Hi, i tried to download the OSG Collada plugin provided by the Support/Knowledge/Collada page (sri I'm unfortunately not allowed to post the link :/). But the download links are broken. Is there someone who can fix this or send me the files (Linux if the too download links are different)?

Re: [osg-users] Shadow projected on the opposite side too

2016-04-28 Thread Christian Buchner
Oh oops, I am sorry I misunderstood your question. I was talking about reverse projection where the shadow is also received inside a the frustum at the opposite side of e.g. a point light source. So my solution would not apply to your problem. Apologies. Christian 2016-04-28 13:57 GMT+02:00

Re: [osg-users] Shadow projected on the opposite side too

2016-04-28 Thread Christian Buchner
if the w coordinate of your projected shadow texture coordinate is < 0, you should reject the shadow. This is quite easy to do in GLSL. The same technique can be used both for projective texture mapping and for shadow mapping. Christian 2016-04-28 11:40 GMT+02:00 Pierre-Jean Petitprez <

[osg-users] Shadow projected on the opposite side too

2016-04-28 Thread Pierre-Jean Petitprez
Hi dear OSG users, I'm wondering how to correctly use osgShadow. As you can see on the file I have attached, the shadow map is projected on the receiving object also on a face which should normaly not receive the shadow from the sphere (on my example the light is at the top right corner). It

Re: [osg-users] Qt OpenGL Warning opengl

2016-04-28 Thread Auke-Dirk Pietersma
Hi Robert, Good to know that osg checks the capabilties them selves. I tried the following snippet: Code: _ctx = std::unique_ptr(new QOpenGLContext); QSurfaceFormat format; format.setMajorVersion(_majorId); format.setMinorVersion(_minorId);

Re: [osg-users] Custom GraphicsContext Segmentation Fault when using Multithreading

2016-04-28 Thread Philipp Meyer
Hi, so after countless more hours of debugging I have identified the issue. Within the "setUpEGL" function I already set the eglContext to be current. So once the "makeCurrentImplementation" is called, the context is already set to be current. For some reason, when using singlethreaded

Re: [osg-users] compositeviewer with mutliple windowmanager

2016-04-28 Thread Sebastian Schmidt
I ran into another problem. I created two windows (each with own camera, view and windowmanager). When i move the second window, the first window always gets the resize event, called by the first windowmanager. -- Read this topic online here:

Re: [osg-users] ShaderComposer::releaseGLObjects warning

2016-04-28 Thread Robert Osfield
On 27 April 2016 at 20:20, Andy Skinner wrote: > So, to be clear, we'll leave it as is? > I am happy to merge this particular one, but if there are more, then just how many places, ever single modification is a step up in code bloat for dodgy warnings sake. Robert