COLLADA_INCLUDE_DOMANY_DIR .
Cheers,
Robert Milharcic
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Hi Dave,
I apologize for not providing the detail. Let me attempt to. Rather than
compile the DOM, I downloaded the full set of 3rd party dependencies from this
page.
http://www.openscenegraph.org/index.php/download-section/dependencies
The specific download I used is this one
(http://downlo
hreadPerContext: 57.2264 fps, warm up 0.338653 s
Robert Milharcic
Hi there
I have experienced that generally as soon as I use shaders, my DRAW time starts
to increase significantly, and this even if I just reimplement the fixed
function pipeline basic functionality.
I wonder if some out ther
ileShader(osg::State& state) (which calls
PerContextShader::compileShader()) isn't. That being said, minimum work required to
provide some degree of extensibility is to simply make
osg::Shader::compileShader(osg::State& state) virtual.
Thoughts?
Ch
have 20-30 defines, which seriously don't want to
write in the the import_defines by hand.
Again I simply wanted to point out some possibilities to get you your
loop-mechanism.
I see. Thank you for that, too.
Cheers,
Robert Milharcic
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ation first.
Have a look at this, it is Forward+ implementation in opensource project
https://www.youtube.com/watch?v=beSkETJ_vgY
impressive!
We are releasing a new version with F+ lighting available these days, so
you might want to keep an eye on it.
Looking forward.
Cheers,
Robert Milh
Hi Sebastian ,
On 14.1.2016 15:47, Sebastian Messerschmidt wrote:
Am 14.01.2016 um 15:01 schrieb Robert Milharcic:
Hi Sebastian,
First of all, the lightning shader only illustrates one of the cases where
(optionally) repeating a code block containing substitution parameter can be
useful. I
n.
Anyway, based on feedback I'm now convinced that my proposition isn't that
useful as I thought :) and on that note, I rest my case.
Cheers
Robert Milharcic
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;t.
An alternative for you is to manage this part yourself by simply overriding the
parts managing the define-states. Maybe Robert O. can fill in on the details
here.
Cheers
Sebastian
Cheers,
Robert Milharcic
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tly.
A third approach might be to have the ability to provide a custom
parser to the OSG so that it can handle custom syntax that developers
feel suits their needs better than the default set of features
provided by the core #pragma(tic) shader composition.
Third approach is the approach I like most.
account. Also, the loop represents unnecessary overhead (though, this is not a
problem on a never hardware). On the other hand, my suggestion fits well into
existing pragmatic shader composition logic and probably has less downsides.
Cheers,
Robert Milharcic
unfortunately, the uniform
array has its own max number of elements and the management code of such
approach tend to be complicated...
Cheers,
Robert Milharcic
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On 23.10.2015 13:46, Robert Osfield wrote:
Hi Robert,
On 23 October 2015 at 12:36, Robert Milharcic
wrote:
First of all, I didn't know that cull and draw traversal can execute in
parallel on a single scene. I always thought that cull and draw can only
execute sequential (serial) i
ct of different
threading models on a geometry intensive scene. If someone is interested in
results let me know...
Best Regards,
Robert Milharcic
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. The underlying integral type for the enum Type could be (and
probably is) int8_t. That implies that possible values for the user type should
be within range +- 127 or the conversion to Type will be undefined.
Best Regards
Robert Milharcic
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all _fbo->resizeGLObjectBuffers(maxSize) and
_fbo->releaseGLObjects(state) when appropriate.
Best Regards,
Robert Milharcic
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TAL
option in cmake. You can find complete FFP emulation shader in
examples/osgshadercomposerhelper/ShaderInjections.cpp.glsl, which is the main
source to feed the shader composer.
Robert Milharcic
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be great if we can somehow
install a callback or overload some member to regain the control of the
program composition.
Robert Milharcic
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could post the
sample I used for testing, if you are interested. The bad news is that
it requires some osg core modifications to work properly. I can send
those, too.
Robert Milharcic
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http
projective texture fetch you will need to divide generated texure
coordinate st with q component (tex_coord.st/tex_coord.q) or do the
fetch with a textureXDProj sampler.
Robert Milharcic
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http
re updateCamera()? Maybe you could cast camera->getView() to
osg::Viewer::View and then call getViewerBase(), cast it to proper
Viewer and call viewer->getCameraManipulator()->updateCamera() ...
Robert Milharcic
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os
s are
automatically set by the osg. Also, don't forget to call:
gc->getState()->setUseModelViewAndProjectionUniforms(true);
Robert Milharcic
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ht);
3. you may also want to enable
gc->getState()->setUseModelViewAndProjectionUniforms(true);
Robert Milharcic
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t
understand to what purpose? What would be the benefit of having
StateAttribute associated uniforms pushed into state?
Robert Milharcic
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like this but I later
changed my aproach and rolled out my own custom shader attribute. I call
it ShaderComponentAttribute, where I store a map of uniforms that were
applied at parent (owning) StatSet. When ShaderComponentAttribute is
removed, it also removes its managed uniforms.
Robert M
C
Hi,
I think you should simply call standar StateSet::AddUniform() at Node A
so that every node below can inherit them. I think composition uniforms
are good only if used in conjunction with osg::ShaderAttribute set to
StateSet at leaf node.
Robert Milharcic
will result in redundant calls to
Uniform::apply().
Robert Milharcic
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k to at least hang in there until somone else find
a better solution.
Robert Milharcic
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localy at the node or stateset. Special uniform would then be
multiplied with a local modelview matrix and applied to all programs.
This is analogus to position state handling already implemented for FFP
(LightSource/Light for example).
Best Regards
Robert
sg::PositionedUniform and "global? scene?" uniform, Both can be set at
any StateSet and will be applied at RenderStage before any other attribure.
3. both solutions: First dedicated and after that general solution which
will replace internal logic of LightSource and others leaving the
int
DYNAMIC.
Yes of course, my bad. Although data variance can be set on any
osg::Object, it is only feasible to set it on drawables and state sets.
Anyway, DYNAMIC variance will force the frame to wait till the dynamic
draw is complete.
Thanks for the correction Glenn.
Robert Milharcic
rsals.
See how it is done in StateSetManipulator::clone() in osgGA module.
If I'm wrong please someone correct me :)
Robert Milharcic
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nished yet, I believe. Of
course, you can have a look at the osgshadercomposition example ...
Robert Milharcic
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other hand, Wang Rui's effect compositor
looks cleaner, more osg-ish and maybe easier to extend... In any case, a
decent effect framework is needed now more then ever.
Robert Milharcic
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d
#ifdef against that?
Flag is ok ... or maybe we could add new api to OT, an api that can
return string like "qt", "win32", "pthreads", "sproc", "c++11"... ,
benign but useful ...
Robert Milharcic
__
er input, on all mouse and keyboard events for
example... or you can mount a QTimer and make it call frame at some
interval.
Robert Milharcic
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n
createCamera:
CSGraphicsView* gView = new CSGraphicsView;
gView->setGeometry(x, y, w, h);
traits->inheritedWindowData = new osgQt::GraphicsWindowQt::WindowData(
gView );
...
or you can pass an instance of the CSGraphicsView to the
osgQt::GraphicsWindowQt constructor.
Robert M
course
if someone would like to see what I did I can paste code here...
Robert Milharcic
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event* maybe all you need
is to call viewer->frame() for the events to be processed by the osg.
Also try with viewer->setRunFrameScheme(ON_DEMAND). This will prevent
osg to discard accumulated events picked outside the predefined time frame.
Robert Milharcic
Event was
intentionally suppressed by the author to prevent the execution of the
makeCurrent() call. It is probably done so to avoid crashes when
running osg in multi-threaded threading model.
Robert Milharcic
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e osg cannot pull all queued events within a period
of cutOffTime. Sometimes many frames are needed to process all accumulated
events to get to your mouse/keyboard events. You can also leave default frame
scheme as is and clear osg event queue yourself.
Robert Milharcic
_
course, it is
posible that the problem is elsewhere...
Robert Milharcic
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
> boun...@lists.openscenegraph.org] On Behalf Of Héctor Martínez
> Sent: Friday, September 09, 2011 1
ng for plugin that can handle animation then
I suggest you try collada plugin.
Robert Milharcic
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.wrl found under sample models in source distribution and
*it does not animate* only static gemoetry is shown . I also tried orbit3.wrl,
still no animation. BTW, if you use x64 os jo have to put keys under
Wow6432Node (HKEY_LOCAL_MACHINE\SOFTW
quot;file:///" + unixFileName;
#else
if (unixFileName[0] == '/') // absolute path
fileName = "file://" + unixFileName;
#endif
else
// relative path
fileName = unixFileName;*/
Robert Milharcic
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I don't have VS2010. My libs and dlls are build with VS2008. What does the
compiler say when yout try to build openvrml-dl project? Maybe the main
project openvrml is missing a dependency to the openvrml-dl.lib.
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org [m
iewer::ViewerBase::CullThreadPerCameraDrawThreadPerContext;
QApplication app(argc, argv);
ViewerWidget* viewWidget = new ViewerWidget(threadingModel);
viewWidget->setGeometry( 100, 100, 800, 600 );
viewWidget->show();
return app.exec();
}
Robert Milharcic
-O
. rerun cmake and set vrml and/or boost related entries
Robert Milharcic
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paolo Piazzi
Sent: Friday, September 02, 2011 3:07 PM
To: osg-users
When the child widget completely fills a parent widget the QPaintEvent is no
longer send to the parent. If you have something like this:
connect( &timer, SIGNAL(timeout()),myParent, SLOT(update()) );
virtual void MyParent::paintEvent(QPaintEvent* event)
{
osgViewer->frame();
}
... the f
ticlular pass. You then add your group to the CappingEffect (the
osgFX::Effect inherits from osg::Group node) and CappingEffect to the camera.
Robert Milharcic
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Javier Taibo
Sent:
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