Hello,
I've been playing with multi-texturing and have encountered a situation where I
get a vector subscript out of range error. Typically, it's easy to spot the
cause of this, but this one has me a bit stumped.
I've boiled down the problem to what appears to be an issue with converting
Robert,
Thanks for the clarification. I think you've identified exactly the problem:
...as the master's camera view matrix is copied from the
CameraManipulator at the end of Viewer::update() after the visitor
have run perhaps this is the cause.
Thanks again.
Joel
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Tim,
That would appear to explain it. Thanks.
-Joel
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Hello,
I'm trying to learn the intracacies of rendering to textures using osg, and
I've dissected the osgfpdepth example to do it. I've been largely successful
at resolving the code into a much simpler example for rendering using the color
buffer only.
Anyway, my goal was to have both the
Hi,
I've run into a problem which I suspect is just a gap in my understanding of
osg and RTT. Nevertheless, I'm a bit stumped.
My goal is to do a small RTT test where I take a source texture, render it to a
quad using an RTT camera and then apply the output to another quad. In other
words,
Just as a followup, I did discover why OSG was adding the MVP and Vertex
declarations to the vertex file. I had previously started with version 120
code that included the line
Code:
gl_Position = ftransform();
In my effort to carefully transition from 120 to 140+, I only commented out
Ok, here's what I did to solve it.
First, I rebuilt my binaries and retested. Strangely, I had different results,
though it may be that I didn't do something the first time that I did the
second. I can't imagine rebuilding OSG would help, but it appears as though it
did.
Second, I retested
Robert,
Gave your suggestions a shot, but wasn't met with any real success. The error
log seemed to indicate much the same errors regardless of the changes. I'll
keep playing with it - perhaps dig into some code or try something else I've
not thought of yet.
I should note that the original
I did bit more testing combining setUseModelViewAndProjectionUniforms() state
changes with including / excluding the uniform declarations.
It didn't really matter if I called setUseModelViewAndProjectionUniforms() with
either true or false. In either case, the same errors were generated. The
Hello,
I'm re-implementing some shader code and I've run into a problem I've not had
before. That is, I'm switching on osg uniforms and vertex attributes for
shaders (testing GLSL 140), as it's laid out in the osgVertexAttributes
example, but it seems to only partly work.
Here's the shader
Robert,
Thanks for the reply.
I'm fairly certain the cause is buried somewhere else. I just wanted to make
sure, given that OSG is a high-performance API (and multithreading isn't
something I'm greatly experienced with), that there wasn't some optimization
going on that could play into
Hi,
Out of curiosity, is OSG's performance sensitive to accesses to threads spawned
by it's process? What I mean is, my application runs with an extra thread
that, functionally does nothing. At runtime, the application's update
traversal time is stable at 0.09. But, if I access that thread
Robert,
Thanks for the reply. That's pretty much what I'd suspected. Just wanted to
check and see if there wasn't another approach that I couldn't see.
Thanks.
Joel
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So here's a bit of a mind-bender...
I have a scene graph where I manage my assets (like loaded geometry) in a
separate, non-rendered section of the graph (I've taken to calling it the
asset library).
Anyway, suppose in the rendered portion of my scene graph, I have several
nodes, one of which
Robert,
Thanks for the quick reply.
After a little additional testing (knowing what you've told me), I'm starting
to suspect I've got bigger problems than I thought. Am I right in assuming
that serialization for user classes doesn't support multiple inheritance?
The situation is thus: I
As it turns out, the problem I was experiencing lay elsewhere.
Thanks again.
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Hello,
I recently noticed when my application starts, something triggers the
REGISTER_OBJECT_WRAPPER macro for my custom uniform class and constructs a new
object before main() is even called.
I'm not much of a C++ guru, so at the moment, the only relevant info I know to
provide is the call
Hello,
I've run into a little issue which could use some expert advice. I admit, I
may be over-thinking it...
Anyway, in my OSG application, I've chosen to represent an application-level
node as several OSG nodes. At a minimum, an application node would consist
of an osg::Switch followed by
Robert,
It would appear I've not taken the time to really explain what I'm doing... My
apologies. :)
I am presently building a shader development environment using OSG. Since
RenderMonkey can't really handle GLSL 140+ and the other options out there are
limited so far as GLSL is concerned,
Terry,
Actually, that looks like it'd work great! It's certainly a more direct route.
(However, as a matter of principle, I'd still like to know what I'm missing in
regards to what it takes to traverse a scene graph from a post draw or realize
callback...)
Thanks!
Joel
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Robert,
Actually, the idea is that if I import a shader file with errors, I want to
delete it immediately, rather than leave it loaded. So, if a shader compiled
with errors, (which I could determine by checking the error log in the post
draw callback), I would have it flagged and an update
Unless you're implying I grab the console output and parse it for tell-tale
signs of the shader error log to determine if the shader compiled with errors?
Thank you!
Cheers,
Joel
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Hi,
I have a postdraw callback attached to the viewer camera which looks for any
shaders with error logs and flags them for removal. I have a separate callback
that then iterates those flags and removes them accordingly.
However, to make the shaders accessible to my postdraw callback, I had
J-S,
Thanks for the reply.
I hadn't sat down and compared matrices yet, but I had debugged to ensure I was
getting something. And yes, I'm accommodating for the fact that it's a
ModelView (and not just a Model) matrix. I've also been using the osg_
attributes to this point, in lieu of the
J-S,
Of course. It's not that I didn't know state is inherited by child nodes, but
for some reason, my testing of uniform inheritance failed, so I was manually
propagating uniform pointers... Took 30 seconds to disable that code and prove
your point. Thanks again.
- Joel
Hi,
I'm implementing shaders in GLSL 140+ (i.e. no built-in uniforms), and I've had
reasonably good success thus far. However, it's quite obvious that passing the
vertices in using osg_Vertex doesn't include any transformations which may have
been inherited (or directly applied).
This exact
Hey, thanks for the fast response...
What you're suggesting I actually tried. The View matrix was intact, but the
transformations were not. So far as I can tell, my understanding matches what
you're telling me, but just to be sure, I've assumed the following:
1. The CullVisitor function,
Robert,
This turns out to be more complicated than I anticipated. You were right - at
least partly.. I think. I did some research on ref_ptr's (consulted OSG 3.0
Beginner's Guide and a few (conflicting) online tutorials) a few days ago.
Fixed a few consistency issues, but didn't catch this
Problem solved! I had buried the reference to my scene class in my console
class (which acts as a callback for a node I was destroying)...
Long way of saying whoops, I guess.
Anyway, thanks for the help - I certainly learned a good bit nonetheless.
Joel
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Hi,
I'm running into a mysterious memory issue with the RemoveChild() function, and
I'm not sure where the error exactly lies (whether it's with OSG or something
I've done)...
Anyway, the app I've written is driven by a console-level interface. It's
broken into two core classes: Console and
Thanks for the replies...
My Scene class manages the scene graph almost entirely (sans custom
nodevisitors and callbacks). It isn't derived from any osg classes and I can't
really think of any reason why it should be... The class itself has no active
role in the scene graph, it merely acts
Hi,
I've been developing an app that I can use to develop GLSL 150+ code, and all
has gone well to this point. Of course, since GLSL 140+ doesn't support
built-ins, I've been using the method demonstrated in the
osgvertexattributes.cpp example.
The setUseModelViewAndProjectionUniforms()
Hi,
I appear to have answered my own question. After playing with the
osgVertexAttributes example, it would seem that the visitor class wipes out the
local array data after it has been converted to a vertex attribute, thus the
setUseVertexAttributeAliasing() flag serves to point to the
Hi,
I have a graph that I serialize with a simple call to osgDB::writeNodeFile(),
but it contains a node that is auto-generated when the application starts. Is
there a way to exclude that node from serialization? I'm familiar with the
setNodeMask() / setTraversalMask() mechanism used in
Hi,
I'm building a little 3D testing environment for shaders and OSG is doing
fabulously well in accomplishing this task. However, I've run into a little
problem that may require more advanced grasp of OSG theory than I currently
possess.
The app I'm developing uses the console as the input
Hi,
Right. I had wondered if that may be the problem, but couldn't find anything
to confirm it. Thanks for the tip!
I also did try attaching a callback and checking it there. I received an
unhandled exception error identical to what I received if I tried to access the
log before
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Hmmm. Previous post is blank, but the text is there when I edit it...
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J-S,
Thanks for the reply. You told me exactly what I needed to know.
I think I had assumed to this point that the shader would be compiled once it
was loaded and bound to the program object - it seemed the most logical way to
manage it. Of course, once you indicated that even compilation
Just as a follow-up, I stumbled across a post which indicated part of the
problem may lie in the compiler. I should point out that I'm using OSG with
VS2010.
I'm also starting to wonder if this has something more to do with OpenGL than
with OSG. I tried accessing the shader info log
Hello,
As I've been playing with shaders in OSG, I've tried to get the shader info log
so I can export it directly to a file (largely because it doesn't want to show
up in the console when I have a GLSL compilation error).
In any case, I've pieced together several snippets of code across a few
As a follow up, I did a little more research and discovered that I was adding
some extra OSG code that wasn't needed (it appears to me that prior to version
1.5, extra code needed to be added to do what the GLSL layout feature does).
I removed that and tried a simple pass-through shader and
Would you believe as I clicked submit, I thought, gee, maybe I should have
checked for typos...?
Actually, I had changed the enumerator in a futile effort to make it work, then
changed it back and must have mistyped.
Anyway, as I suspected, correcting the error made no difference in the end
Hi,
I've been developing an app in OpenSceneGraph to help me learn shaders. One
component of that is to be able to visualize normals (surface, lighting,
camera, etc.). I am attempting to implement geometry shaders to do this in
GLSL 1.5 and OSG 2.9.9. At present, I've had success loading
Just as a follow-up (esp. for others who aren't greatly familiar with cmake), I
discovered that most of my problems getting the various plugins to show up in
the generated VS project were solved by clicking the Advanced checkbox in the
upper right of the cmake gui.
This exposes a whole bunch
Hello,
I'm build OSG 2.8.3 under VS2010. When setting it up, I specified the
directories for Freetype in cmake. I had the two include path variables and
the library debug variable pointing correctly (I think).
However, when cmake generates, it doesn't generate the osgdb_freetype project.
I
Oli,
I couldn't agree more.
For posterity's sake, I did have to go back and re-run cmake, which forced me
to recompile everything anyway. I took the opportunity to try the /Za switch
and it completely failed to compile.
That, and the cmake process for VS2010 could use some refinement, too.
Hi,
I'm trying to compile OSG 2.8.3 source under VS2010 and have run into a couple
problems. The first was resolved easily - it was the back_inserter problem
requiring adding the iterator header to a couple files.
The other issue, however, I have found no previous discussion regarding.
Oli,
Thanks for the response.
I took a look around in VS2010 and couldn't find an option to switch it off, so
I added your suggestion as a command-line option, but to no avail.
A little time on google turned up this rather unfortunate post:
(I'd post the URL, but the forum rules won't let
Oli,
That switch, from what I understand, is for 3rd party vendor extensions. It
was actually addressed in the forum post I quoted...
I admit, I didn't try /Za, I just assumed it wouldn't work, as the post's
author seemed pretty knowledgeable. I say that because in the interim, I've
just
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