Re: [osg-users] [build] DAE build failure.. dae.h not found

2016-06-06 Thread Robert Milharcic
COLLADA_INCLUDE_DOMANY_DIR . Cheers, Robert Milharcic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] [build] DAE build failure.. dae.h not found

2016-06-06 Thread Robert Milharcic
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

Re: [osg-users] Speed of Shaders

2016-04-04 Thread Robert Milharcic
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

Re: [osg-users] Pragmatic shader - a new #pragma directive proposition

2016-01-15 Thread Robert Milharcic
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

Re: [osg-users] Pragmatic shader - a new #pragma directive proposition

2016-01-15 Thread Robert Milharcic
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Pragmatic shader - a new #pragma directive proposition

2016-01-15 Thread Robert Milharcic
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

Re: [osg-users] Pragmatic shader - a new #pragma directive proposition

2016-01-14 Thread Robert Milharcic
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

Re: [osg-users] Pragmatic shader - a new #pragma directive proposition

2016-01-14 Thread Robert Milharcic
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegr

Re: [osg-users] Pragmatic shader - a new #pragma directive proposition

2016-01-14 Thread Robert Milharcic
;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 ___ osg-users mailing list osg

Re: [osg-users] Pragmatic shader - a new #pragma directive proposition

2016-01-14 Thread Robert Milharcic
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.

Re: [osg-users] Pragmatic shader - a new #pragma directive proposition

2016-01-14 Thread Robert Milharcic
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

[osg-users] Pragmatic shader - a new #pragma directive proposition

2016-01-14 Thread 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Maximizing rendering throughput

2015-10-23 Thread Robert Milharcic
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

Re: [osg-users] Maximizing rendering throughput

2015-10-23 Thread Robert Milharcic
ct of different threading models on a geometry intensive scene. If someone is interested in results let me know... Best Regards, Robert Milharcic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinf

Re: [osg-users] Using a custom StateAttribute

2015-10-19 Thread Robert Milharcic
. 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 ___ osg-users ma

Re: [osg-users] Advice on how to best inject behavoir regarding FBOs

2015-08-10 Thread Robert Milharcic
all _fbo->resizeGLObjectBuffers(maxSize) and _fbo->releaseGLObjects(state) when appropriate. Best Regards, Robert Milharcic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-02-20 Thread Robert Milharcic
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 ___ osg-users mailing list osg-users@lists.openscenegraph.o

Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-02-19 Thread Robert Milharcic
be great if we can somehow install a callback or overload some member to regain the control of the program composition. Robert Milharcic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] shader composition

2015-01-29 Thread Robert Milharcic
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] Problem replacing shader built-ins (gl_EyePlane)

2014-01-07 Thread Robert Milharcic
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] Model attached to Camera

2013-11-14 Thread Robert Milharcic
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 ___ osg-users mailing list os

Re: [osg-users] compatibity profile

2013-10-07 Thread Robert Milharcic
s are automatically set by the osg. Also, don't forget to call: gc->getState()->setUseModelViewAndProjectionUniforms(true); Robert Milharcic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listin

Re: [osg-users] compatibity profile

2013-10-04 Thread Robert Milharcic
ht); 3. you may also want to enable gc->getState()->setUseModelViewAndProjectionUniforms(true); Robert Milharcic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Possible bug in osg::State::applyShaderCompositionUniform

2013-09-24 Thread Robert Milharcic
t understand to what purpose? What would be the benefit of having StateAttribute associated uniforms pushed into state? Robert Milharcic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Possible bug in osg::State::applyShaderCompositionUniform

2013-09-24 Thread Robert Milharcic
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

Re: [osg-users] Possible bug in osg::State::applyShaderCompositionUniform

2013-09-24 Thread Robert Milharcic
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

Re: [osg-users] Possible bug in osg::State::applyShaderCompositionUniform

2013-09-23 Thread Robert Milharcic
will result in redundant calls to Uniform::apply(). Robert Milharcic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Possible bug in osg::State::applyShaderCompositionUniform

2013-09-23 Thread Robert Milharcic
k to at least hang in there until somone else find a better solution. Robert Milharcic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Shader composer and position state

2013-09-04 Thread Robert Milharcic
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

[osg-users] Shader composer and position state

2013-09-04 Thread Robert Milharcic
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

Re: [osg-users] Changing material of geodes/drawables during rendering - crash

2013-08-29 Thread Robert Milharcic
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

Re: [osg-users] Changing material of geodes/drawables during rendering - crash

2013-08-29 Thread Robert Milharcic
rsals. See how it is done in StateSetManipulator::clone() in osgGA module. If I'm wrong please someone correct me :) Robert Milharcic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/li

Re: [osg-users] regular osg-models result in notifications with osg built for opengl-3.x / opengl-es-2.0 support

2013-08-27 Thread Robert Milharcic
nished yet, I believe. Of course, you can have a look at the osgshadercomposition example ... Robert Milharcic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] shader composing related link

2013-08-05 Thread Robert Milharcic
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Qt5 integration first try

2013-06-12 Thread Robert Milharcic
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 __

Re: [osg-users] MousepressEvent not able to capture from osg::Viewer by Qt

2013-05-08 Thread 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] MousepressEvent not able to capture from osg::Viewer by Qt

2013-05-08 Thread Robert Milharcic
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

Re: [osg-users] PolytopeIntersector "distance" and Transform

2013-03-07 Thread Robert Milharcic
course if someone would like to see what I did I can paste code here... Robert Milharcic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] GLWidget resizeEvent

2013-03-07 Thread Robert Milharcic
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

Re: [osg-users] GLWidget resizeEvent

2013-03-05 Thread 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 ___ osg-users mailing list osg-users@lists

Re: [osg-users] qtOsg EventHandler issue

2011-09-27 Thread Robert Milharcic
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 _

Re: [osg-users] OSG Collada plugin

2011-09-09 Thread 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

Re: [osg-users] [osgPlugins] VRML plugin: help in compiling

2011-09-08 Thread Robert Milharcic
ng for plugin that can handle animation then I suggest you try collada plugin. Robert Milharcic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] [osgPlugins] VRML plugin: help in compiling

2011-09-08 Thread Robert Milharcic
.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

Re: [osg-users] [osgPlugins] VRML plugin: help in compiling

2011-09-07 Thread Robert Milharcic
quot;file:///" + unixFileName; #else if (unixFileName[0] == '/') // absolute path fileName = "file://" + unixFileName; #endif else // relative path fileName = unixFileName;*/ Robert Milharcic ___ osg-u

Re: [osg-users] [osgPlugins] VRML plugin: help in compiling

2011-09-07 Thread Robert Milharcic
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

Re: [osg-users] OSG + QT and QTabWidget: Disappearing scene graph

2011-09-06 Thread Robert Milharcic
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

Re: [osg-users] [osgPlugins] VRML plugin: help in compiling

2011-09-05 Thread Robert Milharcic
. 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

Re: [osg-users] (Qt) single GraphicsWindowQt completely filling parent widget

2011-09-02 Thread Robert Milharcic
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

Re: [osg-users] draw callbacks

2010-09-02 Thread Robert Milharcic
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: