Hi John?
I guess your obj/osg file simply doesn't supply texture coordinates.
Search the forum/mailing list for similar problems, it has been
discussed several times (AFAIR)
cheers
Sebastian
Hi,
i load a model from an obj or osg file an set a texture to the stateset. after
starting the prog
Hello,
After including osgparticle into my renderer I've discovered a problem
with alpha blended geometries.
For a simple test (to ensure the problem is not on my side) I loaded the
cessnafire model along with some alpha blended geometry in osgviewer and
the transparent faces are always in fro
Hello,
I've just discovered a very strange behavior. In my setup ( Windows7
64bit, osg3.0.1rc1, Nvidia Quadro 2000M, 285.62) i've found that my
memory consumption raised with every resize of the viewer window.
After doing some research I didn't find anything in my program, so I
tried the same
ites are off for blended stuff.
cheers
Sebastian
Cheers
26.01.2012, 20:19, "Sebastian Messerschmidt":
Anyone any hint regarding this?
I'd really need an advice if I should fix the optimizer or where to
solve this.
cheers
Sebastian
Hello,
I've encountered a problem when
Anyone any hint regarding this?
I'd really need an advice if I should fix the optimizer or where to
solve this.
cheers
Sebastian
Hello,
I've encountered a problem when using the OpenFlight plugin with
preserveFace/preserveObject option not used.
If the perserveFace options is not used, the
I strongly suggest using gDebugger. It solved about 99% of my problems,
as it can break at OpenGL errors and step into source code.
cheers
Sebastian
I just hacked the State constructor and now I get this message:.
Warning: detected OpenGL error 'invalid value' at
Geometry::drawImplementatio
is read via Image, the output is:
0.188235,0,0,1
0.560784,0,0,1
so this time it works!
I really cannot figure out why this happens!
Thank you very much in advance for any advice!
Shuiying
On 01/18/2012 08:11 AM, Sebastian Messerschmidt wrote:
I suppose you are using a
Hello shuiying,
either your card doesn't support glsl version 1.40 or you might have
some other error in the shader.
GLSL comes in different versions that are (AFAIK) defined by the GPU
Architecture/Driver and Base OpenGL version.
I had such warning sometimes if there was another problem in the
I suppose you are using a normal framebuffer.
I this case it is pretty normal, that your original value that is in the
image (you unfortunately didn't tell use if the value comes from a texture)
doesn't exactly match the value in the framebuffer. Usually the
framebuffer has 8bit per color channe
Hello,
I've encountered a problem when using the OpenFlight plugin with
preserveFace/preserveObject option not used.
If the perserveFace options is not used, the importer uses the Optimizer
with the following options:
osgUtil::Optimizer::SHARE_DUPLICATE_STATE |
Hi Shuiying,
The fragments coordinates(or index as you call it) can be accessed via
gl_FragCoord. This will give unnormalized device coordinates (i.e.
[0,xRes] [0,yRes]) which are also called window relative coordinates
If you pass your screen resolution as uniform vec2 you can normalize
them
Hi Again,
FYI: I was able to solve the problem partially.
If I set the second RTT pass to ABSOLUTE_RF and set the modelview matrix
for the RTT2 in the main-camera initialDrawCallback and the projection
in the clampProjectionCallback I get the correct depths. Unfortunately
the transparent pass
Hello,
I've encountered a problem which I#m not able to solve easily.
In my current setup I have to separate the opaque geometry from the
transparent ones. For this I set up two RTT-cameras that render to
different texture targets and combine them afterwards.
This setup works really fine with
Hello Martin,
there are some things I'd check:
1. Transformation order (i'm not quite sure about the osg::Matrix order)
So trymat * vec instead of vec* mat
2. viewMat, this should take you from object space to view-space if I'm
not mistaken.
So if you really have world-space you just need
Hi Micael,
as J-S already pointed out, you have to be aware of the space you are
working in.
I don't really agree that it has to be done directly in world space, but
that is not important, as you can get correct results in view-space too.
In my point light lighting pass I do:
Vertex:
varying
l -
De: "Sebastian Messerschmidt"
À: "OpenSceneGraph Users"
Cc: "Frederic Bouvier"
Envoyé: Lundi 5 Décembre 2011 17:02:17
Objet: Re: [osg-users] Sharing depth buffer between fbos
Hi Frederic,
I'm using a similar setup. I simply attach the the depth-buffer-texture
Hi Frederic,
I'm using a similar setup. I simply attach the the depth-buffer-texture
to the first RTT pass and later on bind it to multiple passes that need
to have depth writes disabled.
This way everything works as expected.
My RTT cameras are childs of the root node of the scene.
Setting th
Hello Michael,
I guess with instancing you mean not loading the geometry more than once.
By default, when loading a let's say openflight database OSG will load
every external, even it has been encountered before.
There are 2 options you can try.
1, Set up a readFileCallback and cache the model
Hello Wojciech,
first of all, thank you for taking a reasonable amount of time to dig in
to my problems.
Hi Sebastian,
Unfortuantely I do not have enough time to get as deep as neccessary
into this complex problem you are considering. There could be many
approaches to integration of deffered
okay, I've gotten a bit further with this one.
I realized that what I really need are two separate things.
The first one is to specify the texture the shadow-pass renders in by
myself so I can bind the appropriate texture object and set the render
order individually.
The second step is to tell t
Hello,
I have used the osg shadow implementations with great success in state
of the art forward rendering.
Right now I'm trying to implement shadowmapping into my deferred
rendering approach.
Can anyone point me into the right direction, regarding the correct
usage of the view dependent shado
The easiest solution I can think off, is to write a simple fragment
shader that outputs the luminance of each pixel.
I don't know about anything that does this out of the box.
cheers
Sebastian
Hi,
I'm new to OSG but need a switch by using flightgear.
Is it somewhere simple to switch colored o
Hello Jasper,
you might want to take a look at the osgManipulator example.
It should give a good overview over the per-node manipulators
cheers
Sebastian
Hi,
I know that using Trackballmanipulator as a camera manipulator enables the user
to roate/translate/scale the entire scene. In my applic
I've just tried this, and indeed: Setting Threaded Optimization from
Auto to Off yields the "good" result.
So maybe we should try to reproduce this with pure OpenGL and send a
sample to NVidia (they have been very responsive in the past if you send
an example)
cheers
Sebastian
Dear Wojtek et
Hi Wojciech,
I get the bad result, running on NVidia Quadro NVS 140M, Driver version
186.94, Windows 7 Enterprise 32bit.
Hi Robert and Community,
I am seeing strange problem with VBOs in OSG on Windows and several
NVidia boards and several driver versions. Basically a set of
geometries with c
y work.
sorry, I'm not sure how to do it either. Someone with knowledge about
slave cameras might be able to help you. I suggest posting another
question with that as topic.
rgds
jp
cheers
Sebastian
Hi,
On 05/10/2011 11:39, Sebastian Messerschmidt wrote:
Hi JP
I've tried single
Am 05.10.2011 11:39, schrieb Sebastian Messerschmidt:
Hi JP
I've tried single and multithreaded, but this doesn't seem to change
anything.
So first camera attached should be the first one to be rendered If I
understood you correctly?
Can you give me a pointer on how to force i
ou running SingleThreaded? Cameras (siblings) under the same node
are normally rendered in the order they have been attached (you can
force this with TRAVERSAL_ORDER bin too).
jp
On 05/10/2011 11:05, Sebastian Messerschmidt wrote:
Hi,
I know this has been discussed more then once before, b
Hi,
I know this has been discussed more then once before, but I still don't
get the details.
In my setup I'd like to use something like (this is supposed to be a table
InputCamOutput
Tex1Cam1Tex2
Tex2Cam2Tex3
Tex3Cam3Tex4
... and
Hello Sergey,
Thanks for the hints so far. I'll check the approaches.
Hi Sebastian,
as for depth buffer - you might try ( not sure though ) two approaches
a) use depth replace shader ( replace current depth with provided depth )
b) use depth testing in shader - such that you manually compute
I'm quite desperate on this one,
any advises how to setup the camera in the second pass, anyone?
Hello again,
In my project I need to setup a second render pass that performs the
following:
Render the scene from the original camera's view (as in the first RTT
pass).
Set the second camera t
I've encountered the same problem, and setting the
context->getState()->setUseModelViewAndProjectionUniforms(true);
for each context didn't work in any case (with a multi-pass offscreen
rendering).
So the simple solution for me was to use the #version 150 compatibility
profile, which let's you
Hello again,
In my project I need to setup a second render pass that performs the
following:
Render the scene from the original camera's view (as in the first RTT pass).
Set the second camera to be pre-render with render-order increased.
Render some volumes and apply a shader a those positions
Hello,
I'm experimenting a bit with multisampled RenderTargets and need some
advice with Texture2DMultisample.
As far as I understood this, it can be used like usual textures (i.e.
binding it to a COLOR_BUFFER for a MRT setup) with a specific sampler
inside the shader.
Unfortunally I get an er
Hello Alastair,
If you parse the forum/mailing list for shadow and multitexturing or
other terms you will find a heap of information about this.
In general you'll have to write your own custum shader in order to use
shadow with more than one texture /3d-texture and so on.
The stock shadow-shade
Thanks to all replies but I was able to figure it out.
My initial idea was to modify a color attachment created in the first
pass in the second pass only where fragments were created(i.e. depth was
written)
I came up with the following solution:
1. Pass
RTT-Cam1
- DEPTH, COLOR1, COLOR2, .
scene?
On 9/21/2011 10:54 AM, Sebastian Messerschmidt wrote:
Hello,
I've have a question regarding RenderToTexture in a multipass setup.
I have to RTT cameras, the first one has DEPTH and 3 color
attachments, while the second has only one color attachment.
I need to use the data fro
Hello,
I've have a question regarding RenderToTexture in a multipass setup.
I have to RTT cameras, the first one has DEPTH and 3 color attachments,
while the second has only one color attachment.
I need to use the data from the first RTT-pass in the second camera, so
the renderorder is set acco
Hi,
I need to project some geometry onto the surface of my database. I tried
osgSim::Overlaynode for this. Using the
OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY i get good results for
relatively small overlays. For testing purposes I've added a bunch of
lines to one drawable. Naturally this le
Hi Paul,
This is expected behaviour as far as I know.
The viewer camera won't return you a viewport if more than one device
context is used (i.e. more than monitor)
Ok now I am making some progress. If I set the environment variable OSG_SCREEN
to 1 then the problem goes away and the pointer
Hi Cyril,
have you tried setting the MinLightMargin of the shadowmap to a high value?
I didn't look to closely, but i recall having such problems when using
the standard settings.
Also the LightSpacePerspective shadow mapping works very well for me, so
maybe try this one for the bigger outdoor
Am 25.07.2011 17:15, schrieb Oren Fromberg:
Hey Sebastian!
Thanks for the interesting reply. So, I guess that explains why the dimensions
of my bounding box are tending to infinity! I have some questions though:
1) what do you mean by "load the proxy node at least once"? does that mean to
add
Hello Oren,
It seems that the node isn't loaded at all.
As I do something similar in my database compiler, I think you will have
to actually load the proxy node at least once to calculate the correct
bounds for it:
You code is correct, but as you defer loading of the real model, the
ComputeBou
Hi Aitor,
Usually when I encounter something like this, the best way to analyze is
to use the axes model delivered with the openscenegraph data.
This way you can find out which axis is pointing which way.
Usually you then come up with something like:
x_org = -y
y_org = x
z_org = -z
Mathemati
DEEP_COPY_NODES |
DEEP_COPY_DRAWABLES), strip statesets out of it completely, and then use it for
rendering.
Cheers, Sergey.
05.07.2011, 22:43, "Sebastian Messerschmidt":
Hi,
Currently I'm trying to improve performance regarding shadow mapping.
So far I've managed to ge
Am 06.07.2011 00:33, schrieb Luigi Calori:
On 05/07/2011 20.32, Sebastian Messerschmidt wrote:
Am 05.07.2011 17:42, schrieb Chris 'Xenon' Hanson:
On 7/5/2011 5:50 AM, Sebastian Messerschmidt wrote:
Hi,
It seems like referencing e.g. tree1 multiple times in the graph
creates multi
Hi,
Currently I'm trying to improve performance regarding shadow mapping.
So far I've managed to get reasonable results for large outdoor scenes
using LightSpacePerspectiveMaps.
In order to improve performance further, I did come up with the
following idea:
As my scene-graph consists of many ob
Am 05.07.2011 17:42, schrieb Chris 'Xenon' Hanson:
On 7/5/2011 5:50 AM, Sebastian Messerschmidt wrote:
Hi,
It seems like referencing e.g. tree1 multiple times in the graph creates
multiple render
instances instead of sharing the node. So loading the master.ive almost
certainly co
Hi,
I have a very big OpenFlight based database in which I've converted the
ProxyNodes for terrain-tiles into PagedLOD nodes.
The general layout of the database looks like this:
master
|PagedLOD (flight_0_0)
|
|-PagedLOD(tree
The general answer to your problem is: depends ;-)
Seriously, for me option B) is likely to get you more performance, as
you are using one texture for a bigger chunk of geometry. On the other
hand this might largely depend on the actual size of the chunk. Less
materials will perform better, as
From the first look I'd advise to split up the geometries and put them
into multiple nodes.
Looking at the code I don't know which limit you're hitting here, but
there are limits in the opengl implementations that might dissallow
buffers beyond certain sizes.
cheers
Sebastian
Hi
I have modif
Just a guess,
are you mixing debug and release builds? (i.e. linking in the debug
build to release libraries)
I've encountered the strangest memory corruptions and crashes (due to
differently sized STL data structures) under windows however.
Since I'm not quite know the stl implementation you u
Am 31.03.2011 07:49, schrieb litingbaotou:
> win7, nVidia GTX 260, driver vision 8.17.12.6099
> I use GL_POLYGON to display a polygon, why?
Polygons are known to be of less performance and add some other
oddities, because rendering of polygons can't be done with the usual
algorithms. Therefore the
Hi Matthew,
I think i have answered this question like two times before, so please
try to look into the forum/archives next time.
Anyway, probably you'll have to modify the shader source to change the
color. Usually after the depth compare the shadowed fragments are given
the a biased ambient
Hi Daniele,
When using shadow techniques, you have to put all your child that are
supposed to be shadowed in separate scene below the shadowed scene, as a
sibling to the rest of the scene.
E.G. if you have a hud:
root
|
||
HUD SHADOW
Am 15.12.2010 08:57, schrieb Duan Linghao:
Hi,
I want to control the color of shadow.How can I change the RGBA value of the
shadow?
...
You'll have to be a little more specific.
Why shadowing technique are you using?
In case you use standard shadow-mapping you can set a emissive ambient
color
John Water schrieb:
Hi,
recently, I trace 3D application'performance in debug, frame rate always is low
and cull time always is high, I use lots of method to speed application; it
improve a little.
but today after I compile application as release version, the culling time
drops from 100ms to
are being tried - there is a chance that the
external files aren't being found for some reason. Second suggestion
is to output your files to .osg and then inspect the file references
and distances by hand to see if they all make sense.
Robert.
On Tue, Jul 6, 2010 at 6:45 PM, Sebastian Messerschmi
Hello,
I've managed to convert a relatively large OpenFlight database to a
pagedLOD - database.
Therefore I replace all terrain-tile references (proxyNodes) in the
master.flt with PagedLOD nodes that reference the converted .ive page.
In another step I also replaced all references inside the t
Hi Ulrich,
Hi Sebastian,
On 1/07/10 1:18 , Sebastian Messerschmidt wrote:
I would suggest reading up on previous discussions about UserData
class that supports various generic attribute representation. It does
seem like there would be a big overlap with what you are after. What
a callback is
Robert Osfield schrieb:
HI Sebastien,
On Wed, Jun 30, 2010 at 10:27 AM, Sebastian Messerschmidt
wrote:
Do you think that such extension would be general enough to be applied to
loaders?
Um... I can't really say but I kinda doubt it'll be ideal way to
tackle the problem.
Ok, th
Hi,
Some file formats like OpenFlight can contain various data, which might
not be directly related to rendering but can be important in other
contexts. While I fully agree that the loaders can and should skip this
information when constructing the scene-graph, I would find it extremly
useful
Hello Stefan,
that are great news. Thanks for sharing this!
Hello All,
We'd like to announce the availability of osgScaleViewer, a scalable,
cluster-ready OpenSceneGraph viewer based on the Equalizer parallel
rendering toolkit.
Th integration with Equalizer offers a number of high-level featur
Hi summit,
Most of the osgShadow implementations support self-shadowing.
So it is more a matter of the used implementation.
If you use any form of shadow-mapping, there always be self-shadowing
per se. Look at the osgShadow example to find out more.
cheers
Sebastian
Hi,
I was wonderin
same for germany
Hi,
i can access:
blog.openscenegraph.org
forum.openscenegraph.org
but not www.openscenegraph.org / openscenegraph.org
Seems to be a dns problem?
ping www.openscenegraph.org
PING lemonvm-osg.ai2.upv.es (158.42.9.50) 56(84) bytes of data.
Thank you!
Cheers,
Johannes
--
Hi Paul,
I guess the problem is related to the "varying". AFAIR it is
interpolated over the primitive. So maybe this is the problem.
The other odd thing is that you do
if (inside) discard;
instead of
if (inside == 1.0) discard;
cheers
Sebastian
Hi,
Im trying to use a shader to make p
Thanks Kim and Paul,
My problem seems to be elsewhere. Me stupid hasn't tried his own minimal
example.
In my application I sort of wrap certain scene elements (like models)
for an more abstract interface to loaded entities (as the models
geometrical/graphical representation is only one aspect)
Hi Paul,
but isn't this just cloning? With other words: is there something that
is shared between the nodes?
Plus, i would favour something not involving static data ;-)
cheers
Sebastian
I does this:
const static osg::ref_ptr< osg::Node > staticNode =
osgDB::readNodeFile("Shapes/Shape.osg");
Hi,
This might be a total beginners question, but I didn't find any
sufficient information in the forum nor in the documentation.
Let's assume I have a scene composed of some models, let's say a
trees/houses which are the same model.
If I want to load the model once and use it multiple times (w
Hi,
Hi Paul,
const osg::MatrixList& m = node->getWorldMatrices();
osg::ComputeBoundsVisitor cbv;
node->accept( cbv );
osg::BoundingBox bb = cbv.getBoundingBox();
osg::Vec3 minV = bb._min * m.front();
osg::Vec3 maxV = bb._max * m.front();
osg::notify( osg::ALWAYS ) <<
Hello Harold,
There is another method to get the axis aligned box from an arbitrary
transformed box:
I can provide you some pseudo-code:
Given a aabox (box) and a matrix (mat) that transforms the box the
following will return a new axis aligned box:
See reference [1]
void bbox::Transform(
Hello folks,
I need all essential data inside several openflight files.
For instance I'm interested in the triangle data, the surface material
codes/feature codes and the DOFs and switches.
Also I need externals that are referenced by the file (with name and
transform).
I need to convert these
Hello,
Just guessing: But this looks like wrong Texture-Repeating to me.
hth
Hi All,
I want to create sky night effect on simple quad.3ds model with using
GLSL like RenderMonkey-> Examples-> GL2->ScreenSpace
Effects->NightSky. I opened up render monkey and analyzed the given
sample and it'
Hi All,
Regarding question 2:
Wouldn't it be possible to dynamically link different versions of the
OSG-DLLs?
So there would be two Version of the DLLs, one with the
SSE-Optimizations and one with the straightforward code.
I've seen examples of games some years ago, where they linked different
Hi Rahul. If I recall correctly the color matrix isn't working on most
consumer cards. You need the the GL_ARB_IMAGING extension.
Alternatively you can achieve the desired effect with a shader.
cheers
psy
Hi all,
I am trying to use OpenFL color matrix functionality through
osg::ColorMatrix but n
As far as I remember I had this error, too.
It was somehow related to the windows.h. Try to include it later.
hth
Sebastian
Hi,
I don't know for the compilation errors, but "new osg::Camera;//
execute main loop" will not do anything... try "viewer.run()" ...
Vincent.
Le 2 juillet 2008 12:25
Hi Art and Mail,
it is right that you have to combine the shaders yourself. But beware!
If you are using a vertex shader you'll have to write the projection
part for the shadow mapping yourself. Just search the archives or drop
me a line if you are not finding anything. I have those shaders st
Hi Kimmo,
Ive been testing the plugin some days ago and noticed that some files are
not loaded correctly. The problem here was, that the loader only loaded the
first record. This happened with some files generated in Multigen. I have to
test this before I submit a patch.
Dunno if this is rela
Hi Julien,
This effect can be achieved using the color matrix or a pixel shader.
It's only a fake, but looks quite convincing.
For a night-vision like colors you can multiply your color by
r *= .15
g*= .3
b*= .05
For additional effects you might wan't to add scanlines and so on.
You might also
Hi Paul,
depending on what you are trying to achieve, you've got to update the
planes every frame in the way you mentioned.
If your matrix is somehow connected to the View or Modeling matrices,
you need to update them.
You can use a updateCallback or look into the samples for TexGenNode IIRC.
Hi,
I'm using geometry shaders with openscenegraph. I'd like to ask if there
are plans to implement transform feedback soon.
I'm just wondering, since this extension seems to be NV only. Is this
the same for geometry-shaders ( i.e. are there ATi cards that support
geometry shaders) ?
cheers
p
Hi Paul,
In the vertex shader try this
vec4 ecPosition = gl_Vertex * gl_ModelViewMatrix;
gl_TexCoord[0].s = dot(ecPosition, gl_EyePlaneS[0]) ;
gl_TexCoord[0].t = dot(ecPosition, gl_EyePlaneT[0]) ;
gl_TexCoord[0].p = dot(ecPosition, gl_EyePlaneR[0]);
gl_TexCoord[0].q = 1.0;
Hi Adrian,
As Ive pointed out in the osg-users list, there seems to be a bug in recent
ATI drivers where the t-coordinate in the generated shadow texture is
screwed up, i.e. inversed. Your screenshots dont look exactly like the
artefacts Ive seen but it might be related I reckon.
To check
osg::LightModel::setAmbientIntensity(const osg::Vec4& ambient)
IIRC this controls the global ambient intensity. So setting this to zero
might solve your problem.
hth,
Sebastian
Necdet Can Atesman schrieb:
> Hi folks,
>
> I am unable to create complete darkness in osg. I'm setting the only
> lig
Joachim E. Vollrath schrieb:
> Hi Sebastian,
>
> certainly would be a nice feature, although maybe shader synthetization
> should perhaps be done in a library of its own..
>
I agree that high level modifications shouldn't be part of the
osg::Shader / Program.
But I consider the preprocessor ma
nstructor:
>
> std::string source = loadShaderFile(filename);
> source = "#define SIMPLE \n" + source;
> osg::Shader* shader = new osg::Shader(osg::Shader::VERTEX, source);
>
> Sebastian Messerschmidt a écrit :
>
>> Hello,
>>
>> I was wondering if the preprocess
Hello,
I was wondering if the preprocessor language in GLSL is somehow useable
for osg.
Imagine I had a shader with
..
#ifdef SIMPLE
vec4 Color = vec4(1.0);
#else if NOT_SO_SIMPLE
vec4 Color = unimaginableComplicatedColorFunction(...)
#endif
Can I pass those defines to osg::Shader? I didn't fin
Hi, there has been a similar request some weeks ago ..
If you just want to capture the rendering result you can use an external
tool such as
"fraps" for win32. There was some tool for linux also but I cannot
recall ...
HTH
Sebastian
loy_1987 schrieb:
I am not familiar with this problem.I hop
since I've been debugging I
tried almost everything ;-) )
thx a lot
Sebastian
Sebastian Messerschmidt schrieb:
> Hi Christian,
>
> I think i've seen your post on gamedev.net and tried to answer ...;-)
> Coincidence.
> Problem for me is, that even on 7.1 it's
Hi Christian,
I think i've seen your post on gamedev.net and tried to answer ...;-)
Coincidence.
Problem for me is, that even on 7.1 it's not working (but I've
downgraded driver which might obscurify this issue a bit).
I recently read some articles, where most of them were stating that
binding
Sorry for wrong posting :-(
Hello,
I've encountered a very strange problem with osgShadow::ShadowMap.
As I've posted before I have managed to write a perpixel shader that
uses shadow mapping.
And what shall I say: Works like a charme ... at least on a geForce
8600, X600, X1300 with older driver
Hello,
I've encountered a very strange problem with osgShadow::ShadowMap.
As I've posted before I have managed to write a perpixel shader that
uses shadow mapping.
And what shall I say: Works like a charme ... at least on a geForce
8600, X600, X1300 with older drivers.
Until I tried it with a ne
Hi,
I've implemented this and it works reasonably well. But there is a catch
though ...
When creating my shadowed scene (usually by loading elements) I set the
ShadowMap to "updateMode" in order to render the new Elements.
However, due to multithreading I need a way to be certain, that all
elem
Hi Wojciech,
Thanks for clarifying. I was looking into it yesterday but didn't find
the right spots.
Maybe this could be integrated into the current implementation. I'm
pretty sure it might be usefull for other users too.
> Hi,
>
> ShadowMap::cull invokes culls traversal for both main camera
>
Hi everyone,
I'm quite confused regarding the osgShadow implementation.
My scene and my light-positions are static. My idea was to capture the
shadow-map only once
and apply it consecutively in all frames. I'm a bit lost where to start.
Neither update nor cull seems to be the right place.
Any hi
Hi Jean-Sébastien
> Hi Sebastian,
>
>
>> I derived my shader from the shader in the sources.
>>
>
> Ok, that's what I was wondering about.
>
>
>> I really need the vertex shader in order to
>> calculate lighting on per pixel base.
>>
>
> Of course, I didn't mean to remove the ve
Hello again,
I derived my shader from the shader in the sources. I really need the
vertex shader in order to
calculate lighting on per pixel base. Sampler names should not matter,
as the texture objects are rebound to my names (which should take all
texgens etc into account). Sadly I suspect th
Hello Jean-Sébastien,
I reckon that my assumption regarding the texture compare mode were wrong.
But indeed the whole problem seems to be with my shaders. I'm willing to
provide the per-pixel modifications.
I guess I'm doing something very wrong in my vertex shader. Upon
completion and testing t
Hi everyone,
I've been struggling with the implementation of osgShadow::ShadowMap in
osg 2.2.0.
It seems to me the shadow texture compare mode is not set, which results
in strange results.
My project requieres per pixel illumination, which is why I have to
calculate all projections in the verte
IIRC a little tool called "fraps" is doing the job.
cheers
psy
> hi
>
> I wanted to make a movie of whatever is displayed on the screen when
> running an osg program.
> how do i do it ?
>
> Thank You
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