Re: [osg-users] [osgCompute] Problem with postfilter/rtt setup

2013-01-24 Thread Thorsten Roth
Hi, this has actually already been fixed soon after I had posted it. I simply didn't know I had to attach those additional observers so it's known when the texture is updated. After adding this, it works flawlessly. OsgCompute is really just what I've been looking for :) ... Thank you!

[osg-users] [osgCompute] Problem with postfilter/rtt setup

2012-12-26 Thread Thorsten Roth
Hi, I have a slight problem with my tries to get some post processing working with osgCompute (most recent trunk version from today). I have several textures attached to my cameras in a RTT manner, e.g. like this: Code: textures.colorTex = new osgCuda::Texture2D;

[osg-users] Postprocessing framework GrIP attached to OSG application :)

2011-02-25 Thread Thorsten Roth
Hey guys, thought I'd just keep you updated on my postprocessing framework I developed during my Master Thesis. I used OSG for a basic application I attached my framework to, so this is why i think it could be interesting for the list :-) ...data is currently still passed via the host and

Re: [osg-users] Postprocessing framework GrIP attached to OSG application :)

2011-02-25 Thread Thorsten Roth
Hey J-S, Am 25.02.2011 18:05, schrieb Jean-Sébastien Guay: Hello Thorsten, thought I'd just keep you updated on my postprocessing framework I developed during my Master Thesis. Wow, that's great work! I look forward to reading your thesis (through Google Translate I guess :-) ) Thanks,

Re: [osg-users] osgPPU CUDA Example - slower than expected?

2011-01-07 Thread Thorsten Roth
Thanks for the answers. Actually I also know that there are new interoperability features in CUDA 3, but I didn't have the time to check them out yet, though if I find the time for it, I will let you know about the results :) Regards -Thorsten Am 07.01.2011 22:23, schrieb Jason Daly: On

[osg-users] osgPPU CUDA Example - slower than expected?

2010-12-16 Thread Thorsten Roth
Hi, as I explained in some other mail to this list, I am currently working on a graph based image processing framework using CUDA. Basically, this is independent from OSG, but I am using OSG for my example application :-) For my first implemented postprocessing algorithm I need color and

Re: [osg-users] osgPPU CUDA Example - slower than expected?

2010-12-16 Thread Thorsten Roth
By the way: There are two CUDA-capable devices in the computer, but I have tried using the rendering device as well as the CUDA-only device - no difference! -Thorsten Am 16.12.2010 12:25, schrieb Thorsten Roth: Hi, as I explained in some other mail to this list, I am currently working

Re: [osg-users] osgPPU CUDA Example - slower than expected?

2010-12-16 Thread Thorsten Roth
Ok..I correct this: There is a difference of ~1 frame ;) ...now I will stop replying to my own messages :D Am 16.12.2010 12:31, schrieb Thorsten Roth: By the way: There are two CUDA-capable devices in the computer, but I have tried using the rendering device as well as the CUDA-only device

Re: [osg-users] Clearing two Color Buffers separately

2010-12-09 Thread Thorsten Roth
Hi, Am 09.12.2010 08:07, schrieb J.P. Delport: It need not be a slave camera, it can just be a camera in your scene. We have some initial code for an image processing lib here: http://code.google.com/p/flitr/source/checkout Quite interesting, as I am also working on an image processing

Re: [osg-users] Clearing two Color Buffers separately

2010-12-08 Thread Thorsten Roth
Hi, Am 08.12.2010 11:14, schrieb J.P. Delport: Hi, On 07/12/10 18:47, Thorsten Roth wrote: Hi, I have multiple render targets attached to separate color buffers in my application. One of them is used to store linearized, normalized depth values as well as absolute depth values and some

Re: [osg-users] Clearing two Color Buffers separately

2010-12-08 Thread Thorsten Roth
Hi, Am 08.12.2010 12:19, schrieb J.P. Delport: Yes, a pass where the camera looks at a screen aligned quad. You just fill in whatever you want into all the MRT buffers using glFragData. You attach the same textures as for the second pass. Let me know if you need more info. rgds jp Best

[osg-users] Clearing two Color Buffers separately

2010-12-07 Thread Thorsten Roth
Hi, I have multiple render targets attached to separate color buffers in my application. One of them is used to store linearized, normalized depth values as well as absolute depth values and some additional information. My problem now is that this color buffer should in fact be cleared with

[osg-users] Shader Update Latency?!

2010-12-01 Thread Thorsten Roth
Hi, I currently have a problem with a shader update callback I do not understand. I have a vertex and fragment shader which calculate linear depth in [0,1] for me, also respecting dynamic clipping planes. To achieve this, I pass zNear and zFar as uniform parameters to the shader. To have

Re: [osg-users] Shader Update Latency?!

2010-12-01 Thread Thorsten Roth
I have actually tried it now, but it made no difference :-( -Thorsten Am 01.12.2010 19:22, schrieb Tim Moore: Have you set the data variance of the Uniform object -- and the containing StateSet object -- to Object::DYNAMIC? Tim On Wed, Dec 1, 2010 at 7:15 PM, Thorsten Roth thorsten.r

Re: [osg-users] Shader Update Latency?!

2010-12-01 Thread Thorsten Roth
Hi Robert, thank you for this information. I did not know that I could do this, as I'm an absolute newbie concerning shader stuff and was happy that I just got it to work somehow ;) I will try the approach with gl_ProjectionMatrix tomorrow, thank you :) -Thorsten Am 01.12.2010 20:51,

[osg-users] Problem with render to texture (RTT)

2010-11-25 Thread Thorsten Roth
Hi guys, I currently have a problem with a simple experiment with RTT. I am using osgviewerGLUT as a base for this. What I am trying is to render my scene view to a texture and display this afterwards. To achieve this, I first setup a camera which renders to the texture and then another one