Re: [osg-users] How to: Adding blurring effect to my moving osg::Node/Geode?

2011-11-29 Thread Peter Wrobel
Hi Atilla, take a look at osgPPU. Its created for such post render effects. You can create a subgraph for your blured objects, render them to a ppu unit und use a shader to do the bluring. There is an PPU version of the motionblur you are talking about, but unfortunatelly not as example, but

[osg-users] How to setup and confirm a proper forward-compatipble GL3 context

2011-09-30 Thread Peter Wrobel
Hi, I have some doubts about my approach to create a GL3 non FFP context. I have compiled osg with all the cmake settings for GL3 as explained in lots of other posts. When I create an object ( a simple two Vertex line ), usual camera manipulation is working without me having writrten a single

Re: [osg-users] osg::Geometry and GL_PRIMITVE_RESTART

2011-08-09 Thread Peter Wrobel
Hi Sergey, thank you, now its working perfectly cheers, ParticlePeter Hi, Peter This is because osg tries to compute bound of drawable based on vertices it uses. So if your restart index behind memory allocated for vertices storage osg will go out of array bound when computing bounds of

Re: [osg-users] osg::Geometry and GL_PRIMITVE_RESTART

2011-08-06 Thread Peter Wrobel
Hi Sergey, unfortunatelly I did not manage to make your code run. I am getting this Link Errors: error LNK2001: unresolved external symbol __imp__glEnableClientState@4 error LNK2001: unresolved external symbol __imp__glDisableClientState@4 Find my includes bellow, according to me, it should

Re: [osg-users] osg::Geometry and GL_PRIMITVE_RESTART

2011-08-06 Thread Peter Wrobel
Hi J-S, Yes, thank you, that did the trick, now it works. And to answer my question above, it has to be glEnableClientState, otherwise its not working. I have one more issue now. Sergey, I am getting a Access Violation Exception directly after calling viewer.run inside osg::Vec3f line 84, if I

Re: [osg-users] Animations, weights, and priority.

2011-08-05 Thread Peter Wrobel
Hi Garth, I am as well interested in the answer of your questions, and you're explenation helped me in my understanding. I would like to ask you to keep on posting your observations in this thread. I am co-author of maya2osg, have implemented rudimentary animation support ( only transforms,

Re: [osg-users] osg::Geometry and GL_PRIMITVE_RESTART

2011-08-05 Thread Peter Wrobel
Hi, Would it be possible for you to share you're implementation ? For me it is still not clear how to extend osg ( as you see on my question above ). I found this thread: http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg46962.html Sergey ( @hybr, is this you ? ) has created a

Re: [osg-users] Animations, weights, and priority.

2011-08-05 Thread Peter Wrobel
Hi, I would like to participate. I'll be implementing skinning and working over the animation module of the mentioned plug-in in about a month. At that time I can work on a draft. @ Garthy, I'll be using you're observations so far if this is fine with you. @ Cedric, how should I get in touch

Re: [osg-users] osg::Geometry and GL_PRIMITVE_RESTART

2011-08-05 Thread Peter Wrobel
Hi Sergey, thank you for your code, I will study it. :-) Thank you! Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41893#41893 ___ osg-users mailing list

Re: [osg-users] GPU Data Access

2011-07-12 Thread Peter Wrobel
Hi, Couldn't this be done in a fragment shader ? Create a one by one pixel texture, to calculate the result. Give the corresponding fragment shader access to your fbo render, and sum up the values. Of course you would need a scaling factor to not leave float max boundary. The osgPPU HDRI

Re: [osg-users] osgAnimation::RigGeometry update once render multiple ( instanced )

2011-06-13 Thread Peter Wrobel
Hi, answering my own question as I figured it out, but not sure if there's a better sollution. I created an UpdateCallback without calling traverse( node , nodeVisitor ) in the operator() method. I attached this callback to all but one Group, in the example of the original post to group2.

[osg-users] osgAnimation::RigGeometry update once render multiple ( instanced )

2011-06-12 Thread Peter Wrobel
Hi, I want to render an animated Character multiple times with different StateSets: osg::Group group1 - addChild( Geode_With_RigGeometry ) ; osg::StateSet ss1 - group - getOrCreateStateSet() ; osg::Group group2 - addChild( Geode_With_RigGeometry ) ; osg::StateSet ss2 - group -

Re: [osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-08 Thread Peter Wrobel
Hi All, @Ricky, it works for me as expected now. First I attach a new viewport with e.g. half res of my output window, and attach a texture with the same half res to the Color Buffer of the Camera. This can be done with different Cams and resolutions, if you have some funky pipeline.

Re: [osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-07 Thread Peter Wrobel
Hi Art, Thx for your answer, that worked, kind of, but have now some new issues. I am using the Glow example, Blur and Original are out of Sync. Will try to figure out, and ask/answer later. Thank you! Cheers, ParticlePeter -- Read this topic online here:

[osg-users] Write UpdateCallbacks into an osg file ?

2009-08-21 Thread Peter Wrobel
Hi, I am following the Callback osg Tutorial ( Basic Tutorial on Tutorials page ). I exchanged main to write an osg file, instead of creating a viewer, but no UpdateCallbacks get written into my file. How can I get UpdateCallbacks written into an osg file ? Will such a file be properly