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

2011-06-06 Thread Peter Wrobrl
Hi, I would like to render my scene in a lower resolution than the viewport resolution, but want it stretched afterwards. When I scale the texture(s) that are attached to to the camera, e.g. half res, the render output is only half the size ( in x and y ) and placed in the lower left corner, an

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Peter Wrobrl
Hi, about the crash, I tried the file and it crashes on my system as well in release mode. The polygon Export creates a Log nemad Maya2OSG_Write.log, stored in the same directory of exported file. This might help a little. It exports the mesh as geometry, but than creashes. I guss in Shading st

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Peter Wrobrl
Hi J-S, jumping in to say hello, and sorry that I coudn't answer your post earlier. I'm student, and as Javier mentioned my time is very limitted these days and for the next two months. At Holiday time I contribute frequently, and I think this won't cahnge too soon. So for now this is it, I'l

Re: [osg-users] [build] Build Issues Trunk 2.9.12 and GL3

2011-04-01 Thread Peter Wrobrl
Hi, hm ... current Trunk Version is 2.9.9 after it was 2.9.11 already ??? My mistake with the topic ... ? Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38168#38168 ___ osg-users maili

[osg-users] [build] Build Issues Trunk 2.9.12 and GL3

2011-04-01 Thread Peter Wrobrl
Hi, there are Build Issues with the current Trunk and the GL3 Option osgText does not build due to glPushAttrib / glPopAttrib in Text::renderWithDelayedDepthWrites. osgSim OverlayNode Serializer uses Deprecated glTexEnv GL_DECAL Enum. Fix for Text::renderWithDelayedDepthWrites: void Text::

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

2011-03-31 Thread Peter Wrobrl
Thank you very much, that helps a lot in understanding. So I assume there is no example for this one ... Anyway, many thanks. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38121#38121 __

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

2011-03-31 Thread Peter Wrobrl
Hi, I found this sceniX forum post http://developer.nvidia.com/forums/index.php?showtopic=5357&pid=16495&mode=threaded&start= and wonder if this is akin to the osg approach. If so, how can osg be extended in the right way so that currently not supported GL3 features are accessible ? Thank you

[osg-users] osg::Geometry and GL_PRIMITVE_RESTART

2011-03-28 Thread Peter Wrobrl
Hi, Topics like GL Funktions in osg have been discussed in other posts, but still not getting the essence. I wonder which steps are required to make e.g. GL_PRIMITIVE_RESTART work within osg ? Could you point me to an example, more elaborated than osgTeapot ? Thank you! Cheers, Peter --

[osg-users] Error: 0xc0150002 Win7 x64, VS2010, osg 2.9.11 current Trunk, wrong dependency in osgDBd.dll Manifest ?

2011-02-12 Thread Peter Wrobrl
Hi, this is an information and sollution hack about a strange issue with the Debug build from source of SVN Trunk 2.9.11 throwing the error code 0xc0150002 I confirmed this on two different Win7 x64 machines, any Debug example and my osg apps linked to Debug libs throw this error. Traced it dow

[osg-users] osgAnimation deform TangentSpace ( osgUtil::TangentSpaceGenerator ) for BumpMapping

2010-12-18 Thread Peter Wrobrl
Hi, I have a Normal Map for an animated Character. To my understanding, I need to transfrom the Tangent and BiNormal which I got from osgUtil::TangentSpaceGenerator with the osgAnimation::RigTransform( Implementation ), otherwise Bump Mapping will not look correct. The RigTransform computeNorm

Re: [osg-users] Curves/splines

2010-12-15 Thread Peter Wrobrl
pamakela wrote: > Hi > > > I'd like to use curves, particularly simple 2d control point based splines to > drive variables of scene graph objects over time. I'd also like to use both > linear and cubic interpolated curves. So for example the curve could be sharp > sawtooth, a cubic curve wit

Re: [osg-users] [osgPPU] Usage of osg::Uniform::Callback with osgPPU::ShaderAttribute ?

2010-12-09 Thread Peter Wrobrl
Hi, well, this code is properly updating my Uniform: osg::Uniform * uniform = new osg::Uniform( "Vector" , osg::Vec4f( 0.0f , 0.0f , 0.0f , 0.0f ) ) ; uniform -> setUpdateCallback( new UniformCallback ) ; stateSet -> addUniform( uniform ) ; So the update call back does reach the Uniform. My gue

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-07 Thread Peter Wrobrl
Hi Robert, I don't think that this is a valid fix, just mentioned what worked for me and my system. File attached. Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34593#34593 Attachments: http://forum.openscenegraph.org

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-07 Thread Peter Wrobrl
Hi, Issues with osgWidget My System: Widows 7 x64, VS2010 Building for x64 osgWidget couldn't build ( Input.cpp ) due to: 'inserter' : is not a member of 'std' fixed that with #include iterator Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org

Re: [osg-users] osgAnimation : feeding MorphGeometry into RigGeometry

2010-12-06 Thread Peter Wrobrl
Thanks for your help, this will do for now. However, I would be very interested that this functionality becomes part of osgAnimation, as I am writing on a maya osg exporter. I'll try to look deeper into osgAnimation functionality. The opossite case, morphing two RigGeometries with different Ske

Re: [osg-users] Blur effect on a dynamic scene

2010-12-05 Thread Peter Wrobrl
Hi, Kim is right, check out osgPPU, its straigth forward to use, and there is an example doing exactly what you want, bluring on key press. Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34540#34540

[osg-users] osgAnimation : feeding MorphGeometry into RigGeometry

2010-12-05 Thread Peter Wrobrl
Hi, I'm feeding a MorphGeometry into RigGeometry, to achieve Character Animation with Facial Morphing. The system works, but it is unclear where to attach the osgAnimation::UpdateMorph. Two cases ( Source Attached ) : 1.) Animation for UpdateMorph does not work GroupRoot ( with BasicAnimtionMa

Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2010-11-25 Thread Peter Wrobrl
Hi, I am having exactly the same issues, please could you post your suggestion how to fix this ? Thank you! Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34103#34103 ___ osg

Re: [osg-users] How to avoid / minimize overdraw of osg::PrimitiveSet::POINTS

2010-11-24 Thread Peter Wrobrl
Hi, do you assume, that I have only six Planes of Points, one per Cube side ? That's not the case, its a filled Volume with points. Or do you suggest to built 6 Pyramids of points one per Cube side ? Thank you! Cheers, ParticlePeter -- Read this topic online here: http://forum

[osg-users] How to avoid / minimize overdraw of osg::PrimitiveSet::POINTS

2010-11-24 Thread Peter Wrobrl
Hi, this is rather a technique question then related to an osg feature. I create a VBO from lot of Points ( ( 50-100 ) ^ 3 ) in the shape of a cube. I create them with three nested loops, one per Axis, so that first I get a line of Points in x-Direction, then draw the next lines to shape the xy

[osg-users] [osgPPU] Usage of osg::Uniform::Callback with osgPPU::ShaderAttribute ?

2010-11-23 Thread Peter Wrobrl
Hi, I have an osg::Uniform::Callback which is working fine with osg::Programm, but I don't get it working with osg::ShaderAttribute. The Uniform Value used in Constructor is correctly passed to my Shader, but the Values don't get update, as if the UpdateVisitor would not reach the Uniform. osgP

Re: [osg-users] Multitexture Issue in GLSL Fragment Shader

2010-10-21 Thread Peter Wrobrl
Hi, that was classic, thx Fredric :-) Thank you! Cheers, searching for the Pivot of my Soul, PP !!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32945#32945 ___ osg-users mailing list osg-users@l

Re: [osg-users] Multitexture Issue in GLSL Fragment Shader

2010-10-21 Thread Peter Wrobrl
Figured it out finally. Need to use : stateSet -> addUniform( new osg::Uniform( "stTexture" , 0 ) ) ; stateSet -> setTextureAttributeAndModes( 1 , projTexture , osg::StateAttribute::ON ) ; stateSet -> addUniform( new osg::Uniform( "projectionTexture" , 1 ) ) ; Instead of : stateSet -> addUniform

Re: [osg-users] Multitexture Issue in GLSL Fragment Shader

2010-10-21 Thread Peter Wrobrl
Hi, yes, it should use texture 0, but how do I specify this ? The 1 in this code line : stateSet -> addUniform( new osg::Uniform( osg::Uniform::SAMPLER_2D , "stTexture" , 1 ) ) ; does not choos a texture, but sets the number of elemets in the uniform ( one sampler2D ). The texture unit assoc

[osg-users] Multitexture Issue in GLSL Fragment Shader

2010-10-20 Thread Peter Wrobrl
Hi, Am following osgstereomatch example, but can't find my mistake. Trying to use two Textures in a Fragment Shader, with one set of geometry texCoordArray and one with Screen Projected Coordinates. I include an .osg file in my programm which has properly textured geometry. The .osg file has fo

Re: [osg-users] Extract ModelView Projection Matrix for GLSL Program version 150 and higher

2010-09-30 Thread Peter Wrobrl
Hi, To Wojciech, that would be a workaround, but not a ( correct ) solution, right ? To Robert, nice, this was my hoped-for answer, will try building right away. Thank you! Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=322

[osg-users] Extract ModelView Projection Matrix for GLSL Program version 150 and higher

2010-09-29 Thread Peter Wrobrl
Hi, gl_ModelViewProjectionMatrix and ftransform() are deprecated since GLSL Version 120 ( but still working ), in Version 150 not working at all. Is there a straight forward way to extract the current ModelView and Projection Matrices ( e.g. from StateSet ? ), without having to pass around the C

[osg-users] osgAnimation : keyframe osg::Switch

2010-07-07 Thread Peter Wrobrl
Hi, i need to switch on and off objects through an animation clip. The Idea is to use a switch node, but there is no boolean "interpolator" type, and also no keyword name for this kind of channel if I'm not wrong. More over my constraint is to use osg 2.8.3 as it is, and I need to write out th

Re: [osg-users] osganimation skinning

2010-06-16 Thread Peter Wrobrl
Hi, Emy wrote: > And also why you think using hardware is a better start than software. Well, you'll find the skinning shader under osgAnimation. You should be able to tweak it, the input for linear palette blending should be the same as for dq. So there is no need to extend or derive from a

Re: [osg-users] Usage of Vertex Buffer Objects

2010-06-16 Thread Peter Wrobrl
Hi, thank you for all your help. I found that what I was looking for in the osggeometry example, its a property of PrimitveSet: polyGeom->addPrimitiveSet(new osg::DrawElementsUShort(osg::PrimitiveSet::QUADS,numIndices,myIndices)); myIndicies is the IndexArray which I need to pass. Thank you!

Re: [osg-users] Usage of Vertex Buffer Objects

2010-06-16 Thread Peter Wrobrl
Hi, sorry, the process is still not clear for me. So just to summerize: I create arrays for Vertices, Normals and UVs, all of them have the same length and I set them with Geometry::Vertex/Normal/TexCoordArray. The Triangles I want to render share some of these VertexData. So I would like to pa

Re: [osg-users] Usage of Vertex Buffer Objects

2010-06-16 Thread Peter Wrobrl
Hi, Think I'm talking about glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ... ) http://www.opengl.org/wiki/Vertex_Buffer_Objects > > I suggest that you make a VBO for your vertices (vertex, normals, texcoords, > perhaps other things) and another VBO for indices (IBO). > Thank you! Cheers, Peter -

Re: [osg-users] Usage of Vertex Buffer Objects

2010-06-16 Thread Peter Wrobrl
Hi, thanks for your answer. robertosfield wrote: > ... no use of the > deprecated vertex indicies arrays that osg::Geometry support for > backwards compatibility I don't think that this also includes Index Buffer Objects. Do those get specified with Geometry::setVertexAttribArray ? Thank you.

[osg-users] Usage of Vertex Buffer Objects

2010-06-15 Thread Peter Wrobrl
Hi, I have several questions regarding osg and the usage of VBOs. 1.) How do I ensure usage of vertex buffer object ? When I set osg::Geometry setUseVertexBufferObject to true does this allways create a VBO from the structure I passed to osg::Geometry ? E.G. In the OSG Quick Start Guide by Paul

Re: [osg-users] osganimation skinning

2010-06-15 Thread Peter Wrobrl
Hi, I'll have to do the same in some time. My I idea is to get hardware skinning to work ( not tried out yet ) and exchange the skinning vertex shader with Dual Quaternions. Here you'll find a cgShader for this purpose, in case you don't know this site: http://isg.cs.tcd.ie/projects/DualQuatern

Re: [osg-users] osgAnimation speed control

2010-05-27 Thread Peter Wrobrl
Hi, Thx, but if I understand the simuation time right, it is a global value for the complete SG. I am seraching rather for individual Animation Control per Animation Manager. I import different Characters into the osg environment, each of them has its own AnimationManager and I would like to co

[osg-users] osgAnimation speed control

2010-05-27 Thread Peter Wrobrl
Hi, Is there a way to set the speed of the BasicAnimationManager without deriving from this class, or deriving from UpdatCallback, overwriting update method for BasicAnimationManager ? The Speed is hardcoded in AnimationManagerBase, with update( fs->getSimulationTime()) ; which calls the upda

[osg-users] osg::Refererenced issue with osgAnimation : writing UniqueIDs at _refCount of min 2

2010-04-07 Thread Peter Wrobrl
Hi, The FileWrite Systems puts an entry of UniqueIds into osg files only if the _refCount of a referenced object is equal or greater then 2. Those Ids are required in osgAnimation Skinning System, so that the linkVisitor can link bones, skeletton and rigGeomtry. Usually all the bones in a skel

[osg-users] osgAnimation : 02AE6A28 RigTransformSoftware::UniqBoneSetVertexSet no bones found

2010-04-05 Thread Peter Wrobrl
Hi, The change in the bone class was on my feature request list for osgAnimation :-) as its quite confortable to get the inverseBindMatrix from Maya, especially if the Charecter is animated and not in bindPose. But in any case, the issue that I have is still there with your trunk. I created a

Re: [osg-users] Suggesting Forum Category and Wiki for osgAnimation

2010-04-05 Thread Peter Wrobrl
Hi, Uh, I did not know that this one can be extended by users. How can I add stuff there, and who gives me the permission to do this ? Thank you! Cheers, searching for the Pivot of my Soul, PP !!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=2

[osg-users] osgAnimation : 02AE6A28 RigTransformSoftware::UniqBoneSetVertexSet no bones found

2010-04-05 Thread Peter Wrobrl
Hi, but how can this be a version issue ? I have created both the osg files with OpenSceneGraph 2.9.6. Figured out something, those Unique_Ids get written only if ref_ptr is used instead of normal pointers ( for e.g. BasicAnimationManager ), can this be this true ? I will try your trunk. Tha

[osg-users] Suggesting Forum Category and Wiki for osgAnimation

2010-04-04 Thread Peter Wrobrl
Hi, Would like to suggest an own Categry for osgAnimation in this Forum, and also a user driven Wiki. Examples and Documentation ( if any ) are quite tough to read, so community could share experience, explain functionality, post examples. If this already exists, I couldn't find it, so please p

[osg-users] osgAnimation : 02AE6A28 RigTransformSoftware::UniqBoneSetVertexSet no bones found

2010-04-04 Thread Peter Wrobrl
Hi, I'm writing a Maya to osg Exporter, so I need to write Animation and Skinning into osg files. I examined the example osgAnimationSkinning and tweaked it so that it writes an osg file as well. My osg files look quite similar to that from osgAnimationSkinning ( both attached ) , but still I'm

[osg-users] osgAnimation, possible to play multiple animations ?

2010-02-26 Thread Peter Wrobrl
Hi, I would like to crossfade Animations, maybe even mix certain channels of multiple Animations. Is this possible ? The weight attribute of animation and channel seems to be made for this purpose. The osganimationviewer stops an Animation befor it starts a new one. Reading its sourcecode, in

Re: [osg-users] How does a osg::Drawable::UpdateCallback Work ?

2009-12-05 Thread Peter Wrobrl
Source Code, thx. Cheers, searching for the Pivot of my Soul, PP !!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20966#20966 Attachments: http://forum.openscenegraph.org//files/geom_callbackmain_392.cpp ___

Re: [osg-users] How does a osg::Drawable::UpdateCallback Work ?

2009-12-05 Thread Peter Wrobrl
Hi, to Paul: > Did you accidentally leave display lists on? Well, I set my Drawable to useVertexBufferObjects, which should overide useDisplayLists. Btw, setting useDisplayLists( false ) throws a null Pointer Exception in threadex.c on my system. To Skylarke: Yes that was one problem, thx, b

[osg-users] How does a osg::Drawable::UpdateCallback Work ?

2009-12-05 Thread Peter Wrobrl
Hi, I'm trying to set up an Update Callback in osg::Geometry to dynamically change the color of a vertex. I get no error, but my code is not evaluated ( cout in Callback is not printing ). I attached my Callback to osg::Geometry ( a simple Quad ) and setDataVariance( osg::Object::DYNAMIC ) ; /

Re: [osg-users] Export osgAnimation callbacks into osg files

2009-11-23 Thread Peter Wrobrl
Hi, and thanks for your fast answer. To reconstruct my problem I take the osgAnimationNode Example and tweak its "main", so that it writes an osg file instead of creating the viewer ( Attachment ). When I open the osg file with an text editor, the UpdeteCallbacks are empty, and the file crashes