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

2013-10-20 Thread michael kapelko
Hi. I don't get the VP matrix = View * Projection matrices. Shouldn't it be vice versa? E.g., here: http://www.swiftless.com/tutorials/opengl4/3-opengl-4-matrices.html MVP is P * V * M, not vice versa. Thanks. 2013/10/17 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de Hi, it is a

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

2013-10-20 Thread michael kapelko
Hm, I tried View * Projection and Projection * View. Both produce the same result! Why? 2013/10/20 michael kapelko korn...@gmail.com Hi. I don't get the VP matrix = View * Projection matrices. Shouldn't it be vice versa? E.g., here: http://www.swiftless.com/tutorials/opengl4/3-opengl-4

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

2013-10-20 Thread michael kapelko
Hi. Why is it the other way around? I use osg::Matrixf everywhere. I've made a simple color value converter that generates different colors for different ranges of values and then converts screenshot colors back to values. I've used it to find out the values of shadowTexCoord.z when

Re: [osg-users] axis rotation

2013-10-20 Thread michael kapelko
Hi. Do you mean something like this: https://sites.google.com/site/alexvaqp/tutb001.jpg ? 2013/10/21 Айдар Ильдарович e...@inbox.ru Hi! Help me, please. How to paint center rotation (axis) in osg scene? Thanks. ___ osg-users mailing list

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

2013-10-15 Thread michael kapelko
. Thanks. 2013/10/14 michael kapelko korn...@gmail.com I've decided to assign colors to different shadowTexCoord.z values. That's my final pass fragment shader now: http://goo.gl/n6FrVB Turns out shadowTexCoord.z is in the range (-51.85;-50.80) for the scene for some reason. And, as you see from

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

2013-10-13 Thread michael kapelko
Hi. Do you mean this: vec4 p_worldspace4 = texture2DRect(posMap, gl_FragCoord.xy); vec4 shadowTexCoord = shadowViewProjection * p_worldspace4; float depth = texture2D(shadowMap, shadowTexCoord.x/2 + 0.5, shadowTexCoord.y/2 + 0.5).z; float visibility = 1.0; if (p_worldspace.z depth) visibility

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

2013-10-13 Thread michael kapelko
Hi. I finally came up with the projected shadow map (not shadows yet): http://youtu.be/geTIxhqT4x4 This is my final pass fragment shader: http://goo.gl/LNtYNh It's simply the projected shadow map for each fragment. Although, when I output shadowTexCoord.z: gl_FragColor = vec4(shadowTexCoord.z /

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

2013-10-13 Thread michael kapelko
Hi. My shadow pass fragment shader looks like this: http://goo.gl/R5r7Z1 So all xyzw contain the depth fragment. I tried .x too. My current problem is in interpreting shadowTexCoord.z The shadow projection matrix setup is: http://goo.gl/ly2u7F Does that mean my shadowTexCoord.z should be in the

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

2013-10-13 Thread michael kapelko
values change when I move main camera. I don't know how to interpret this. Any idea? Thanks. 2013/10/14 michael kapelko korn...@gmail.com Hi. My shadow pass fragment shader looks like this: http://goo.gl/R5r7Z1 So all xyzw contain the depth fragment. I tried .x too. My current problem

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

2013-10-12 Thread michael kapelko
Hi. I've been thinking some more about my misplaced shadows, and I finally came to realize that the fragment shaders of the first pass (that fill G-buffers) produce fragments in Screen space, not in World space, and thus all G-buffers contain Screen space fragments. That's why shadow Screen space

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

2013-10-11 Thread michael kapelko
Hi. Thanks for the info. I'm now using shaders to process depth: 1) vertex: http://goo.gl/G9ehmB 2) fragment: http://goo.gl/bAutb1 As you see, I'm trying to output depth texture in world space using 'vmi' (view matrix inverse) which I apply later in the 2nd pass. vmi setup: http://goo.gl/n3A84N

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

2013-10-11 Thread michael kapelko
2) 1 pass light camera FS: http://goo.gl/fIYeze 3) 2 pass main camera FS: http://goo.gl/nBdWwr What am I doing wrong? Thanks. 2013/10/11 Sebastian Messerschmidt sebastian.messerschm...@gmx.de Am 11.10.2013 08:39, schrieb michael kapelko: Hi. Thanks for the info. I'm now using shaders

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

2013-10-11 Thread michael kapelko
on the right are clearly not in worldspace. But I really don't get why. 2013/10/11 michael kapelko korn...@gmail.com (Repeating since I erroneously replied to Sebastian only). Thanks. I used osg::Matrixf explicitely, and it doesn't complain anymore. However, I get misplaced shadows now, they're always

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

2013-10-11 Thread michael kapelko
Thanks for the example. I've forked it and playing with it now to find out the difference. Why is there only shadow when I use light directions of (0, 0.8, 1), (0, 0.0001, 1), but not when I try (0, 0, 1)? That's the direction I use for my own example. Thanks. 2013/10/11 Marcel Pursche

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

2013-10-11 Thread michael kapelko
Additional questions: 1) Why shadowPassCamera-setClearColor(osg::Vec4f(1000.0f, 0.0f, 0.0f, 1.0f))? 2) Why length() in all the shadow related shader code? 2013/10/12 michael kapelko korn...@gmail.com Thanks for the example. I've forked it and playing with it now to find out the difference

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

2013-10-10 Thread michael kapelko
Hi. I've fixed the problem with the depth texture display, now it looks like this: http://youtu.be/XMOalXm0KdE I had to use [0; 1] scale for the quad to display DEPTH_BUFFER texture: http://goo.gl/xU9u3u The quad creation function: http://goo.gl/TbGaet However, I don't get why the display of all

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

2013-10-09 Thread michael kapelko
behind it, it's gray again. Here's my: 1) depth texture setup: http://goo.gl/plsc1U 2) RTT camera that writes to the depth texture: http://goo.gl/eYS6pC 3) display of the resulting depth texture: http://goo.gl/N5hUxb What am I doing wrong? Thanks. 2013/10/9 michael kapelko korn...@gmail.com

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

2013-10-09 Thread michael kapelko
But is it ok that the whole depth buffer texture is gray no matter how I turn the scene? Shouldn't it be completely white (or black) where there's no scene at all? 2013/10/9 Sebastian Messerschmidt sebastian.messerschm...@gmx.de Am 09.10.2013 10:58, schrieb michael kapelko: Hi. I've

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

2013-10-08 Thread michael kapelko
Hi. Thanks a lot! I totally missed vec4 position when I tried to use only vec3 one with osg_ViewMatrixInverse. 2013/10/8 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de Hi, I don't know if you already found the solution to your problem, but this is how you can calculate the camera

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

2013-10-07 Thread michael kapelko
Thanks for the info. I'll try to do as you suggested. Can anyone please check if my conclusions are correct in the shader comments? The 1st and 2nd pass shaders are right at the top:

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

2013-10-07 Thread michael kapelko
Hm. If posDir_worldspace is actually the direction from the vertex to the camera (eye), then may be it's not really in world space, but in camera (eye) space? And all of the 2nd pass FS calculations too? 2013/10/7 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de Hi, your comments are

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

2013-10-07 Thread michael kapelko
I've changed it to: vec3 cameraPos_worldspace = mat3(osg_ViewMatrixInverse) * vec3(0, 0, 0); I hope that's correct now. 2013/10/7 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de Hi, your right, this part of the shader code is wrong. This direction needs to be calculated: Code:

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

2013-10-07 Thread michael kapelko
I think this produces (0, 0, 0) too... So turns out camera is always at (0, 0, 0) in every space? Or I can't really invert (0, 0, 0) vector? 2013/10/7 michael kapelko korn...@gmail.com I've changed it to: vec3 cameraPos_worldspace = mat3(osg_ViewMatrixInverse) * vec3(0, 0, 0); I hope

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

2013-10-07 Thread michael kapelko
I've corrected camera position and now it looks better: http://youtu.be/9LUOO9VfFTc with more highlights. Again, thanks for the help. 2013/10/7 michael kapelko korn...@gmail.com I think this produces (0, 0, 0) too... So turns out camera is always at (0, 0, 0) in every space? Or I can't

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

2013-10-04 Thread michael kapelko
Hi. I've been reading Cookbook's chapter 6 describing various visual effects with OSG. However, the g-buffer and deferred shading code were producing wrong results. I took one of the tutorials that I found on the web ( http://steps3d.narod.ru/tutorials/ds-tutorial.html ) starting off from g-buffer

[osg-users] Question about multipass rendering of Cookbook simple water example

2013-09-29 Thread michael kapelko
Hi. I'm having the problem understanding the multipass rendering of the simple water effect as seen in here: https://github.com/xarray/osgRecipes/blob/master/cookbook/chapter6/ch06_08/simple_water.cpp The example contains: * scene (airplane); * RTT camera (renders reversed scene to texture); *

[osg-users] Trying to add normal mapping shader to osgShadow::SoftShadowMap

2013-09-24 Thread michael kapelko
Hi. I'm on my way to add normal mapping to SoftShadowMap. As far as I understood, it only uses fragment shader. I started by adding a very simple vertex shader into SoftShadowMap::createShaders(). That's what createShaders() looks like by default:

Re: [osg-users] [ANN] Blog and github repository with OpenSceneGraph Examples

2013-08-27 Thread michael kapelko
Nice! Thanks. 2013/8/27 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de Hello dear OSG-community, I want to present you my new blog Advanced 3D Computer Graphic Tutorials ( http://3dcgtutorials.blogspot.de/). It could be interesting to some of you. Among other topics, there will

Re: [osg-users] Node visitor pattern

2013-07-30 Thread michael kapelko
Hi. I finally started to implement the described Timer functionality and was faced with almost the same question: how do I subscribe to osgViewer each frame update? Should I add my class to osgViewer::ViewerBase::setUpdateVisitor? 2012/6/22 Robert Osfield robert.osfi...@gmail.com Hi Michael

Re: [osg-users] Wrong svn-externals in OpenThreads tagged version 2.3.0

2013-07-22 Thread Michael Brandl
Hi Robert, everything works nicely now. Thanks! Best regards, Michael On 2013-07-22 11:21, Robert Osfield wrote: HI Michael, On 21 July 2013 18:54, Michael Brandl michael.bra...@algoryx.se mailto:michael.bra...@algoryx.se wrote: the file PlatformSpecifics/Windows

Re: [osg-users] Wrong svn-externals in OpenThreads tagged version 2.3.0

2013-07-21 Thread Michael Brandl
regards, Michael Brandl On 2013-07-19 18:36, Robert Osfield wrote: Hi Michael, I've just checked out OpenThreads-2.3.0 and found the same errors as you and have now updated the OpenThreads-2.3.0 tag to point to OpenSceneGraph-2.6.1 which is the last time when the two versions where actually

Re: [osg-users] Wrong svn-externals in OpenThreads tagged version 2.3.0

2013-07-21 Thread Michael Brandl
for the support of OpenThreads. However, as you said, a future migration to std::thread seems reasonable. Best regards, Michael Brandl On 2013-07-21 13:33, Robert Osfield wrote: Hi Michael, On 21 July 2013 12:09, Michael Brandl michael.bra...@algoryx.se mailto:michael.bra...@algoryx.se wrote: Hi

[osg-users] Wrong svn-externals in OpenThreads tagged version 2.3.0

2013-07-19 Thread Michael Brandl
to, neither 2.3.0 nor 3.0.1 work out of the box due to cmake-problems (I applied the fix addressed here http://forum.openscenegraph.org/viewtopic.php?t=5571highlight=2.3.0). Sorry if this issue has already been addressed somewhere, I did not find it via the search function. Best regards, Michael

Re: [osg-users] osg 3.0.1 Windows: GUIEventAdapter.getUnmodifiedKey() always returning 0 ?

2013-06-25 Thread michael kapelko
I used it on both Linux and Windows, and it's NOT always 0. 2013/6/25 Christian Buchner christian.buch...@gmail.com I am doing some Qt integration, which might complicate things. class OpenGLScene : public QGraphicsScene, public osgViewer::Viewer; My osg Viewer is also a QGraphicsScene and

Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-15 Thread michael kapelko
Hi. I'm not sure I follow the discussion, since each post is starting to become a separate article, but I'll try to tell what I think. I don't know the policy on OSG ABI, but if it's to keep ABI compatible between some releases, I would: * add compile flag to select between old and new Geometry

Re: [osg-users] [osgPlugins] How to add Animations stored in Fbx to another Fbx model

2013-06-12 Thread Michael Borst
Big Thanks, it was the mergeModel-accept(famv); which i was missing. Now this Problem is solved! Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54552#54552 ___ osg

[osg-users] [osgPlugins] FBX Texture not loaded when loading more than 50 different Models

2013-06-12 Thread Michael Borst
fix this Problem? Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54553#54553 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org

Re: [osg-users] Vec{2,3,4}{b,s,i,f,d,ub,us,ui} harmonisation

2013-06-12 Thread michael kapelko
Those implementations are truly ugly. 2013/6/13 Aurelien Albert aurelien.alb...@alyotech.fr Forgotten link from previous message : http://devmaster.net/forums/topic/10009-swizzle-operator-in-c/ = interesting ideas on how to implement developper friendly but asm efficient swizzle in C++

Re: [osg-users] questions about frame rate lock(locking FPS)

2013-06-02 Thread michael kapelko
It's logic is simple: it pauses for the necessary period of time to achieve lower FPS. You can easily take the code from run(), it's about 1-2 lines total. 2013/6/3 Kim JongBum osgfo...@tevs.eu i found viewer.setRunMaxFrameRate(20); i found that They are only available when using the run()

Re: [osg-users] osgWindows Example Crashing on Linux

2013-05-28 Thread michael kapelko
for the feedback. 2013/5/28 Robert Osfield robert.osfi...@gmail.com Hi Micheal, On 27 May 2013 17:39, michael kapelko korn...@gmail.com wrote: I've stripped down my OSG app to the attached archive. Upon exit there's some threading error, not real crash. But when I make my mCamera reference

Re: [osg-users] [osgPlugins] How to add Animations stored in Fbx to another Fbx model

2013-05-27 Thread Michael Borst
Hi, if i do that, the programm shows me that it is playing the correct animation with every detail correct (Playtime, currently Playing, name etc) but i don't see anything, the model still has its arms spread like a bird and does nothing. Am i missing something? Thank you! Cheers, Michael

Re: [osg-users] [osgPlugins] FBX only Black Texture shown

2013-05-27 Thread Michael Borst
I managed to do it another way. when loading the Model override its Diffuse colour and Ambient colour to White and everything works fine. Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54207#54207

Re: [osg-users] osgWindows Example Crashing on Linux

2013-05-27 Thread michael kapelko
Not sure if it's the same issue, but I experienced constant reproducible crashes with my OSG program at the time of exit until I added the call stopThreading() at the end. 2013/5/27 Robert Osfield robert.osfi...@gmail.com Hi Abhishek, On 27 May 2013 06:59, Abhishek Bansal

Re: [osg-users] osgWindows Example Crashing on Linux

2013-05-27 Thread michael kapelko
I've stripped down my OSG app to the attached archive. Upon exit there's some threading error, not real crash. But when I make my mCamera reference-count-controlled by osg::ref_ptr my app crashes. So may be I'm having my threading exit hanging due to not using osg::ref_ptr. 2013/5/27 Robert

Re: [osg-users] [osgPlugins] How to add Animations stored in Fbx to another Fbx model

2013-05-27 Thread Michael Borst
Do you have sample code, maybe i am just missing one importent line or flag to be set Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54235#54235 ___ osg-users mailing

Re: [osg-users] osg Notification

2013-05-24 Thread michael kapelko
http://lmgtfy.com/?q=__FUNCTION__ 2013/5/24 Sajjadul Islam dosto.wa...@gmail.com Hi forum, I am going through a source of a plugin and they have mentioned something as follows: Code: . . osg::notify(osg::WARN) __FUNCTION__ :

[osg-users] [OT] Is it legal to collect video card information?

2013-05-24 Thread michael kapelko
Hi. Sorry for off-topic question, but I'm curious if it's legal to collect user video card information like GL_VENDOR, GL_MAX_TEXTURE_UNITS and such to create some possibly public DB with very detailed info about various video cards for the purpose of video settings autoselection in games?

Re: [osg-users] How to apply textures to a model in openscenegraph?

2013-05-23 Thread michael kapelko
Totally agree on the OSG books. They are must-read. 2013/5/23 Sergey Kurdakov sergey.fo...@gmail.com Hi Lokesh in http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book on support tab for the page of the book you may download sample code, in \2824_12_Code\2824_12_Code folder from

Re: [osg-users] Raspberry pi

2013-05-13 Thread Michael Weiblen
Hi Jeremy, cool stuff. hear hear, it would be great to avoid X entirely on RPi. Doing embedded image generators using pre-RPi embedded linux PCs, X didn't offer any upside, and cost memory and reliability. cheers -- mew On Mon, May 13, 2013 at 10:49 AM, Jeremy Moles cubic...@gmail.com wrote:

Re: [osg-users] Configure failure on OSX 10.8.3 - OSG_OSX_SDK_NAME

2013-05-05 Thread michael kapelko
Hi. Have you specified Xcode generator for CMake? 2013/5/5 Eduardo Poyart poy...@gmail.com Hi, I have a configure failure on OSX 10.8.3: - (...) -- Found TIFF: /opt/local/lib/libtiff.dylib (found version 4.0.3) CMake Error at

Re: [osg-users] OSG Architecture

2013-05-02 Thread michael kapelko
Hi. Simply add your Sofa to Room as a child, and that's it. 2013/5/3 Sujan Dasmahapatra sujan.dasmahapa...@gmail.com I am newbie OSG user. Please help understanding my concept. I create a Geode node called 'Room'. Can we have another Geode node called 'Sofa' derived from 'Room' so that when

[osg-users] Using integer format textures in an FBO attachment

2013-05-01 Thread Michael Bach Jensen
, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53878#53878 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Shadowed scene distortion after 3rd window recreation

2013-04-22 Thread michael kapelko
I've found out that the glitches are fixed by simply recreating ShadowTechnique (SoftShadowMap). If anyone is interested, here's the working example: https://dl.dropboxusercontent.com/u/12634473/osg/osg_recreate_window_fixed.tar.bz2 2013/4/21 michael kapelko korn...@gmail.com For those who only

Re: [osg-users] [osgPlugins] FBX only Black Texture shown

2013-04-22 Thread Michael Borst
Hi, I fixed the issue by importing the Models in 3ds Max and there i changed the diffuse Color from black to white and everything works. But what do i do when i don't own such a software and just buy some Models. Thank you! Cheers, Michael -- Read this topic online here: http

[osg-users] [osgPlugins] How to add Animations stored in Fbx to another Fbx model

2013-04-22 Thread Michael Borst
Hi, we bought severall Models in .fbx with Animations. Most of the Animations lie in seperated .Fbx files. How can i add the Animations out of an .fbx file(with no Model included) to another Model out of another .fbx file? Thank you! Cheers, Michael -- Read this topic online

Re: [osg-users] Shadowed scene distortion after 3rd window recreation

2013-04-21 Thread michael kapelko
For those who only read forum, here's the link to the full source code: https://dl.dropboxusercontent.com/u/12634473/osg/osg_recreate_window.tar.bz2 2013/4/20 michael kapelko korn...@gmail.com Hi. I'm implementing video settings change (and thus window recreation) in my game without game

[osg-users] Shadowed scene distortion after 3rd window recreation

2013-04-20 Thread michael kapelko
Hi. I'm implementing video settings change (and thus window recreation) in my game without game restart. I experience graphics glitches after re-running Viewer 3rd time: http://youtu.be/xOgTjENn2MM I recreate the window the following way: * Stop the viewer, stop threading. * Create new graphics

Re: [osg-users] Reading from a texture in a compute shader

2013-04-11 Thread Michael Bach Jensen
Hi, Robert Thank you! I will give it a try. Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53521#53521 ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] Reading from a texture in a compute shader

2013-04-11 Thread Michael Bach Jensen
EffectCompositor and renders in HDR and also has a few 3D models loaded, so I would say that a fair deal of the code has been exercised. If you don't have any objections I will make a submission. Thank you again. Cheers, Michael -- Read this topic online here: http

Re: [osg-users] How does computeIntersections() work?

2013-04-11 Thread michael kapelko
Hi. By the time you waited you could have already looked at the sources and asked for the moments you didn't understand. 2013/4/12 hornuda horn...@googlemail.com Any Ideas? Hello, I sucessfully used view-computeIntersections(..) to select a Drawable in a osg scene. But how does it work?

Re: [osg-users] Reading from a texture in a compute shader

2013-04-10 Thread Michael Bach Jensen
me in the right direction on how to fix this or maybe suggest a better solution? I am on 3.1.4, btw and it doesn't look like there have been any changes to compute shaders since its release. Cheers, Michael P.S.: I would like to use this for a histogram compute pass using Wang Rui's excellent

[osg-users] Reading from a texture in a compute shader

2013-04-09 Thread Michael Bach Jensen
the blueFlowers.png file from the OSG data set, then compute the intensity of each pixel and write it to targetTex. The image comes out black, though. Am I missing something? Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org

[osg-users] What's the progress of osgPango?

2013-04-03 Thread michael kapelko
Hi. I've been researching Cairo / Pango for GUI use with OSG, and googled this up: http://forum.openscenegraph.org/viewtopic.php?t=6394 The osgPango page ( http://code.google.com/p/osgpango/ ) says: Screenshots COMING BACK SOON (August, 2012) I wonder how's osgPango doing? Thanks.

[osg-users] OT: Qt Statusbar question

2013-04-03 Thread Michael W. Hall
Not really a osg question directly. I am using osgEarth in my application. I have a callback function that updates the statusbar. If I have my callback function parameters set to take a statusbar pointer, it will update the status bar with the lat/long under the mouse. However, I have added

[osg-users] [osgPlugins] FBX only Black Texture shown

2013-03-25 Thread Michael Borst
is Black without Texture. So far, i tried: export with embedded Media export with ascii and then change the .tga locations with Texteditor but the Model remains black. What is it that i forgot? Thank you! Cheers, Michael -- Read this topic online here: http

Re: [osg-users] GPS-like map

2013-02-20 Thread michael kapelko
OT. As a player of GTA 4 and Mafia 2 I hated GPS very much, because it prevented me from feeling the game, I was always like a blind man in there having to look at GPS. I turned it off in GTA 4, but Mafia 2 had no such ability. If you're making a game I would advise to make GPS optional.

[osg-users] How to use texture atlases in OSG?

2013-02-14 Thread michael kapelko
Hi. I want to be able to have to specify several textures which will be mapped using the same UV, a collection of textures. I want to put them into a single file, texture atlas. I've grepped OSG examples on 'tlas' word. Didn't find any example. I've googled for OSG atlas and only found

Re: [osg-users] How to use texture atlases in OSG?

2013-02-14 Thread michael kapelko
) tileNodes[i]-getOrCreateStateSet()-setTextureAttributeAndModes(0, atlasBuilder.getSourceTexture(i)); Is it so? Thanks. 2013/2/15 Robert Osfield robert.osfi...@gmail.com Hi Michael, There really isn't much to do with texture atlas once you have built the scene graph - the osg::Geometry and osg

Re: [osg-users] Is there a way to remove certain nodes and images from cache?

2013-02-12 Thread michael kapelko
Looks like osgDB::Registry::removeFromObjectCache does it. 2013/2/12 michael kapelko korn...@gmail.com Hi. osgDB::readNodeFile and osgDB::readImageFile have Options which can specify to CACHE_NODES and CACHE_IMAGES. I want to be able to unload/clear/erase certain nodes and images from

[osg-users] Is there a way to remove certain nodes and images from cache?

2013-02-11 Thread michael kapelko
Hi. osgDB::readNodeFile and osgDB::readImageFile have Options which can specify to CACHE_NODES and CACHE_IMAGES. I want to be able to unload/clear/erase certain nodes and images from the cache (changing game level, etc). Is it possible? Thanks. ___

[osg-users] anyone have experience with OSG on Intel HD Graphics 4000 hardware?

2013-02-05 Thread Michael Schanne
alternate hardware is not an option at this time. ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52393#52393 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] getting errors in creating First OSG program

2013-02-02 Thread Michael W. Hall
subTarget = new MonitoringTarget(i); } } On Sat, Feb 2, 2013 at 4:54 AM, Michael W. Hall hal...@att.net wrote: Sounds like you may have missed an include file in your test.cpp file, or you have included something that it does not know about

Re: [osg-users] getting errors in creating First OSG program

2013-02-02 Thread Michael W. Hall
MonitoringTarget(i); } } On Sat, Feb 2, 2013 at 4:54 AM, Michael W. Hall hal...@att.net wrote: Sounds like you may have missed an include file in your test.cpp file

Re: [osg-users] getting errors in creating First OSG program

2013-02-01 Thread Michael W. Hall
Sounds like you may have missed an include file in your test.cpp file, or you have included something that it does not know about. If your program is short you may want to paste it into a reply and then people could maybe determine the problem. Michael On Fri, 2013-r2-01 at 19:10 +0530, om

[osg-users] GPL version 2 licensed code in osgAnimation

2013-01-30 Thread Methner, Michael (ADITG/SW1)
the license of the MorphGeometry.cpp be changed to the OSGPL license for future releases? Is there any other workaround for this license conflict? Thanks. Best regards Michael Methner Advanced Driver Information Technology GmbH Sitz: Hildesheim, Registergericht: Amtsgericht Hildesheim HRB 3438

Re: [osg-users] GPL version 2 licensed code in osgAnimation

2013-01-30 Thread Methner, Michael (ADITG/SW1)
Hello Robert, That are good news. Thanks for your fast reply. Best regards Michael -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Mittwoch, 30. Januar 2013 11:39

[osg-users] CMake errors

2013-01-27 Thread Michael W. Hall
/Modules/FindPNG.cmake includes /home/hallmw/Downloads/OpenSceneGraph/CMakeModules/FindZLIB.cmake (found via CMAKE_MODULE_PATH) which shadows I have ITK installed, any ideas? I think that is it not generating the output correctly because of this. Thanks, Michael

[osg-users] Picking child node results in parent node returned first

2013-01-18 Thread michael kapelko
Hi. I'm trying to pick a child node of another node. Here's the example source code: https://dl.dropbox.com/u/12634473/osg/osg_pick.tar.bz2 Here's the log of running it: http://pastie.org/5715829 First, you can see my scene structer. And then goes 2 clicks: 1) I click cessna and

Re: [osg-users] osgManipulator serializers not working

2013-01-15 Thread Michael Schanne
Hi, Thanks Robert! The .osgt format worked just fine. I didn't know about the new formats. Guess I should have read the Beginner's Guide more carefully :) ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51974

[osg-users] How to get node rotation in world coordinates?

2013-01-10 Thread michael kapelko
Hi. I have one PAT node as child of another one. I've implemented retrieval of its position in world coordinates this way: node-getPosition() * osg::computeLocalToWorld(node-getParentalNodePaths()[0]) This works fine. I've tried the same for rotation: node-getAttitude() *

[osg-users] [osgPlugins] stl plugin and BIND_PER_PRIMITIVE

2012-12-26 Thread Michael Schanne
, would it be worthwhile for me to submit this change? ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51715#51715 ___ osg-users mailing list osg-users

Re: [osg-users] osgManipulator serializers not working

2012-12-26 Thread Michael Schanne
the osgManipulator serializers working? ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51716#51716 ___ osg-users mailing list osg-users

[osg-users] Is there a way to subscribe to matrixtransform position/rotation changes?

2012-12-24 Thread michael kapelko
Hi. I have a class that encapsulates osg::MatrixTransform. I want it to update its internal position/rotation values when encapsulated osg::MatrixTransform is updated. Is there a way to achieve it? Thanks. ___ osg-users mailing list

[osg-users] How to set mouse position

2012-12-20 Thread michael kapelko
Hi. Can anyone tell me how to set mouse position in OSG? I tried to google it up without any success. Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Tutorials

2012-12-05 Thread michael kapelko
I personally read Wang Rui books and recommend those (found in the first link). 2012/12/6 Peterakos hay...@gmail.com Hello Here are the books + quick guide: http://www.openscenegraph.com/index.php/documentation/books And you can also download the source code of many examples using svn:

Re: [osg-users] Using osgManipulator Dragger to drag a circle

2012-12-04 Thread Michael Schanne
specify the polytope in screen coordinates. Cheers, Michael mschan01 wrote: Hi, I am trying to add a circle to my application that the user can resize by dragging. I subclassed osgManipulator::Dragger, and in setupDefaultGeometry() I draw a circle with lines, then another circle

[osg-users] What units does Quat::makeRotate accept?

2012-12-04 Thread michael kapelko
Hi. I can't understand what units (degrees? radians?) Quat::makeRotate accepts. I tried to pass degrees, and it wasn't it (with small angle increase there was large rotation). I tried to pass radians with the help of DegreesToRadians, and then it's not it, too (when angle was going from 1 to 14,

Re: [osg-users] What units does Quat::makeRotate accept?

2012-12-04 Thread michael kapelko
I apply it on key presses only. I have code like that on key press: static float angle = 0; angle += 0.1; quat-makeRotate(angle, Vec3(1, 0, 0)); 2012/12/5 Ulrich Hertlein u.hertl...@sandbox.de On 5/12/12 15:36, michael kapelko wrote: Hi. I can't understand what units (degrees? radians

Re: [osg-users] What units does Quat::makeRotate accept?

2012-12-04 Thread michael kapelko
Damn it. I only used DegreesToRadians in std::cout, not in actual makeRotate call! Thanks! :) 2012/12/5 michael kapelko korn...@gmail.com I apply it on key presses only. I have code like that on key press: static float angle = 0; angle += 0.1; quat-makeRotate(angle, Vec3(1, 0, 0)); 2012

[osg-users] Using osgManipulator Dragger to drag a circle

2012-12-02 Thread Michael Schanne
release, but this seems inefficient. Is there a better way to do what I am describing? ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51327#51327 ___ osg-users

[osg-users] How to invert mouse so that Y goes 0 to N from top to bottom?

2012-11-28 Thread michael kapelko
Hi. osgViewer reports mouse Y at the bottom of the windows as 0, and as N at the top. I want Y of the mouse to start at the top, not bottom. I tried to call Viewer-getEventQueue()-getCurrentEventState()-setMouseYOrientation(osgGA::GUIEventAdapter::Y_INCREASING_UPWARDS) and DOWNWARDS, but it

[osg-users] What part of osgViewer listens to window resize events?

2012-11-28 Thread michael kapelko
Hi. My osgViewer::Viewer only has my custom handler attached (getEventHandlers() call returns only mine) which does nothing about resize, but somehow the window is still resizeable with the mouse. Can anyone tell me what part of osgViewer does it? Thanks.

Re: [osg-users] How to remove or reduce shivering in soft shadow map?

2012-11-22 Thread michael kapelko
Hi. It turned out the problem was in setting receive/cast shadow masks. After I removed them from every object in the scene, the soft shadow became very soft and non-shivering. Not sure why. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Are shaders not saved during osgDB::writeNodeFile?

2012-11-17 Thread michael kapelko
Any idea what's wrong with my code, then? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Cannot set custom shader for a node

2012-11-16 Thread michael kapelko
Hi. I'm using SoftShadowMap scene and I want to assign custom shader to one of the nodes, but it doesn't work. I do it like that: osg::ref_ptrosg::Shader frag = new osg::Shader(osg::Shader::FRAGMENT, code); osg::StateSet *ss = box-getOrCreateStateSet(); osg::ShaderAttribute *sa = new

[osg-users] Are shaders not saved during osgDB::writeNodeFile?

2012-11-16 Thread michael kapelko
Hi. I've attached custom shader for a node in a ShadowedScene. I then called osgDB::writeNodeFile upon it and found out that it doesn't save those shaders into osg file. Is it so by design or am I doing it wrong? PS: Source code: http://pastie.org/5390724 Source code archive:

Re: [osg-users] Ideas about a resource system, and deferred rendering framework

2012-11-16 Thread michael kapelko
What's the progress on this? And is there any open repository? 2012/9/17 Jeremy Moles cubic...@gmail.com On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote: Hi Jeremy, Thanks for the tests and feedback. I'm focusing on creating a material system which may be a little similar to the Ogre

[osg-users] Positioning the camera

2012-11-15 Thread michael kapelko
Hi. I have default viewer without any special manipulator specified. I try to setViewMatrix for camera to position it, but it doesn't work. Code: http://pastie.org/5382807 It needs to be run from Data directory. Am I doing it wrong? ___ osg-users

[osg-users] How to remove or reduce shivering in soft shadow map?

2012-11-13 Thread michael kapelko
Hi. I'm using SoftShadowMap. I've tried to change jittering scale, but couldn't get rid of shivering/moving of shadow with it. Here's the video that depicts the shivering: https://dl.dropbox.com/u/12634473/ssmjittering.ogv Is there any way to remove that shivering, or at least reduce it? Thanks.

[osg-users] How to combine soft shadow mapping with normal mapping (and possibly other techs)?

2012-11-12 Thread michael kapelko
Hi. I know OSG has built-in soft shadow mapping, but I'm not sure if it has normal mapping. I only know how to implement normal mapping in GLSL, but not how to combine built-in OSG soft shadow mapping with custom normal mapping shader. Please tell me how to do it. Thanks.

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