Re: [osg-users] TBN Matrix for Normal Mapping - OSG and GLSL

2017-11-08 Thread Sebastian Messerschmidt
Hi Rômulo, Hi, I have used normal mapping using GLSL and OSG for my application (an imaging sonar simulation) and I got problems by calculating the TBN matrix on shaders. The normal vectors contain lower resolution on border in comparison with the center of image. You cannot get a valid

Re: [osg-users] TBN Matrix for Normal Mapping - OSG and GLSL

2017-11-08 Thread Jordi Torres
Hi Romulo, You can use TangentSpaceGenerator to get the values of the T B and N. Here you have a code example: https://github.com/sketchfab/osg/blob/5d35b2a2d55e92b4c736ea5edcd9eeedf9ea6786/src/osgPlugins/gles/TangentSpaceVisitor.cpp#L46 Cheers. 2017-11-07 21:48 GMT+01:00 Rômulo Cerqueira : > H

Re: [osg-users] TBN Matrix for Normal Mapping - OSG and GLSL

2017-11-08 Thread Jordi Torres
Ouch bad link: https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osgPlugins/gles/TangentSpaceVisitor.cpp#L46 this one is the right one! 2017-11-08 9:19 GMT+01:00 Jordi Torres : > Hi Romulo, > > You can use TangentSpaceGenerator to get the values of the T B and N. Here > you have

Re: [osg-users] MFC mdi child windows show the scene with different lighting

2017-11-08 Thread Lincoln Nxumalo
Hi Rakesh, If you want us to help you please reproduce the scenario by posting a minimal project (like modifying the MFC example) like I asked you to. The sooner you do that the sooner you will get help. Any other attempt like posting log files you are really just wasting time. ... Thank you!

Re: [osg-users] MFC mdi child windows show the scene with different lighting

2017-11-08 Thread Lincoln Nxumalo
Hi Rakesh, If you are not willing to put in the effort to reproduce the scenario then maybe you don't really want help. ... Cheers, Lincoln -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72329#72329 _

[osg-users] Osg 3.4.1 - Tutorial 12 Fails on Mac OSX Sierra - Framebuffer problem

2017-11-08 Thread Jeff Sprenger
I have just built 3.4.1 from github on the mac (MacOS Sierra, 10.12.6). The early tutorials Tut2 etc work fine. Tutorial 12, which introduces shadows, runs but dumps out warning messages. No shadows appear. here is the console output: Code: StatsHandler::StatsHandler() Setting up GL2 compati

[osg-users] osgoculus viewer picking

2017-11-08 Thread Michael Maurus
Hi, how can I get my PickHandler edited from the osgpick (see attachment) example working inside the osgoculusviewer? Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72331#72331 // class to handle events with a pick class PickHa

Re: [osg-users] osgoculus viewer picking

2017-11-08 Thread Björn Blissing
Hi Michael, The OsgOculusViewer only renders to textures. What you see on your normal monitor is mirrored through the facilities provided by the Oculus SDK. I really do not know how mouse events are propagated through this window back to the osg application. The second assumption your code mak

Re: [osg-users] osgoculus viewer picking

2017-11-08 Thread Michael Maurus
Hi Björn, thanks for the reply. I only have the DK2 without the controllers. Actually, I want to do picking using eyetracking. There I also get window coordinate and therefore need the same intersection methods. So if I unterstood you correctly, setting up a valid master camera, the picking sho

Re: [osg-users] osgoculus viewer picking

2017-11-08 Thread Björn Blissing
Hi Michael, I guess you mean head tracking and not eye tracking. But that should be fairly straight forward. Create a line segment emanating from a point between the eyes and use that to calculate the intersections. There is no need to go from 2D to 3D in this case. The only thing you need to

Re: [osg-users] osgoculus viewer picking

2017-11-08 Thread Michael Maurus
No, I actually mean eyetracking! I have an integrated eyetracker. Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72335#72335 ___ osg-users mailing list osg-users@lists.openscenegraph.

Re: [osg-users] osgoculus viewer picking

2017-11-08 Thread Björn Blissing
Hi again, I do not know which version of the OsgOculusViewer you are currently using. I just checked my own code and the OculusDevice class have had public interfaces to both head position and orientation since 3 years back (SDK version 0.4.2). Regards, Björn -- Read this topic

Re: [osg-users] osgoculus viewer picking

2017-11-08 Thread Björn Blissing
mmaurus wrote: > No, I actually mean eyetracking! > I have an integrated eyetracker. > Nice! Ok.. Well then you have to add the eyetracking rotations on top of the head rotations. Regards Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=

Re: [osg-users] [ShaderComposition] Redondant call to useProgram

2017-11-08 Thread Julien Valentin
Hi Robert, robertosfield wrote: > Which version of the OSG are you using? > I'm talking about master git (haven't check out the branch) robertosfield wrote: > Is the standard osgshadercomposition example generating this issue or is it > modified version? > Yes, no mod required in the osgs

Re: [osg-users] TBN Matrix for Normal Mapping - OSG and GLSL

2017-11-08 Thread Rômulo Cerqueira
Hi Jordi and Sebastian, thanks for your replies. I will have a look on osg::TangentSpaceVisitor, however I have a question: I will have in my OSG scene a lot of objects with/without normal mapping. How can I handle different normal textures using the same osg::TangentSpaceVisitor? ... Thank

[osg-users] Correct way to modify scene graph [SEC=UNCLASSIFIED]

2017-11-08 Thread Thamm, Russell
UNCLASSIFIED Hi I am in the process of porting an MFC application from plib to osg. Currently, if I want to actually modify the scene graph (adding, deleting nodes etc) while the render thread is running I do the following: parentNode->setNodeMask(0); modify scene graph below parent node parent

Re: [osg-users] Correct way to modify scene graph [SEC=UNCLASSIFIED]

2017-11-08 Thread Paul Pocock
Hi Russell, I suppose setting the threading model to SingleThreaded is not an option, maybe set Root Node to DYNAMIC variance? I can't remember the actual call. good luck, On 09/11/17 14:49, Thamm, Russell wrote: *UNCLASSIFIED* Hi I am in the process of porting an MFC application from p