[osg-users] Problems with Mouse events in osgViewer::GraphicsWindowEmbedded

2010-08-04 Thread Werner Modenbach
Dear all, first of all thanks for the great tool! I'm porting my app to openSceneGraph. My environment: KDE 4.4.5 QT4 4.6.3 gcc43-c++ 4.3.3 Running the demo app osgviewerQT works fine. In my code I'm using the code of Adapterwidget together with QGLWidget. Rendering runs perfect only the track

[osg-users] Using keys to control track ball manipulator?

2010-08-04 Thread Werner Modenbach
I'm new to openSceneGraph and I tell you, dear developers, it is hard to learn due to extreme poor class and method documentation. Look at the doxygen doc and you will see what I mean. I'm reading tons of online docs since days but it's hard to find the right places. OK, here is my question:

Re: [osg-users] Using keys to control track ball manipulator?

2010-08-04 Thread Werner Modenbach
> > > I'm new to openSceneGraph and I tell you, dear developers, it is hard to > > learn due to extreme poor class and method documentation. Look at the > > doxygen doc and you will see what I mean. > > We all know what you mean, but improving it is a large task that is > being done incrementally

[osg-users] Shadow not working correct

2010-08-11 Thread Werner Modenbach
Hi all, My top level Scene node is a ShadowScene. At some deeper level I want to include some scene part which is based on OpneGL coordinates. To have it display the right way I have to switch Y and Z coordinates. So I put a MatrixTransform between like this: osgScene = new osg::MatrixTran

[osg-users] manipulating the camera manipulator

2010-08-19 Thread Werner Modenbach
Hi all. My application needs a method to turn the view on the model horizontally and vertically . This is implemented by scroll wheels at the bottom and to the right of the view. I tried to make this working by calling the following methods: osg::Matrixd trackballMatrix; /** ##

[osg-users] Issue with normal vectors

2010-08-25 Thread Werner Modenbach
Maybe someone can give me some explanation on my stupid little problem. I have a geometry being composed of TRIANGLES. I have a vertex-array, a verted-index-array and a normal-array assigned to my geometry. 3 indexes and 3 normals per Triangle. Normal binding is set to BIND_PER_PRIMITIVE_SET. Un

Re: [osg-users] Issue with normal vectors

2010-08-26 Thread Werner Modenbach
2) 3 times the same normal and binding PER_PRIMITIVE_SET But it doesn't. So I'm confused. Thanks for further hints. - Werner - Am Mittwoch, 25. August 2010 22:41:14 schrieb Paul Martz: > Werner Modenbach wrote: > > Maybe someone can give me some explanation on my stupid little pr

Re: [osg-users] Issue with normal vectors

2010-08-26 Thread Werner Modenbach
ave multiple tex > coords or multiple normals associated with it due to differences in > the triangles then you'll need to duplicate the vertices and remap the > indices on the triangles to fit this. > > Robert. > > On Thu, Aug 26, 2010 at 10:38 AM, Werner Modenbach >

Re: [osg-users] Issue with normal vectors

2010-08-26 Thread Werner Modenbach
the index and orignal vertex data. > > This won't be the most efficient route as it's likely to result in > duplicate vertices but at least it should be very straight forward. > You can make things more efficient later. > > Robert. > > On Thu, Aug 26, 2010 at 12:08

Re: [osg-users] Issue with normal vectors

2010-08-26 Thread Werner Modenbach
Thanks, works great for the quick solution :-) Am Donnerstag, 26. August 2010 14:32:19 schrieb Werner Modenbach: > Thanks Robert, > > I'll follow this way. You are right, this is the way to get the quickest > results. > > - Werner - > > Am Donnerstag, 26. August

Re: [osg-users] restrict rotation of TrackballManipulator

2010-08-27 Thread Werner Modenbach
.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu Geschäftsführer/Managing Director:

Re: [osg-users] Rotate camera around the scene in osgViewer - simple way?

2010-08-28 Thread Werner Modenbach
-- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu Geschäftsführer/Managing Director: Werner Modenbach ___ osg-us

Re: [osg-users] Rotate camera around the scene in osgViewer - simple way?

2010-08-30 Thread Werner Modenbach
9 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52

[osg-users] Using osgShadow in combination with self written shaders

2010-09-08 Thread Werner Modenbach
Hi all, I have successfully implemented my own code for bump mapping by creating a normal matrix and implementing my own shaders. Everything works fine except ... All my scene is attached to an osgShadow node. Before implementing my own shaders I was able to swith on and off the shadow. Now noth

[osg-users] Question about GLSL shaders

2010-09-10 Thread Werner Modenbach
Does anybody know if it is possible inside a shader program to querry if a "uniform sampler2D" was set by uniform attribute or if it contains legal data? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listin

Re: [osg-users] Question about GLSL shaders

2010-09-12 Thread Werner Modenbach
ke thar in the docs. Many thanks in advance - Werner - On Saturday 11 September 2010 12:15:57 Robert Osfield wrote: > Hi Werner, > > On Fri, Sep 10, 2010 at 1:39 PM, Werner Modenbach > > wrote: > > Does anybody know if it is possible inside a shader program to querry if >

[osg-users] Texture coordinate calculation in vertex shader

2010-09-13 Thread Werner Modenbach
Hi everybody! I'm using osgShadow::ShadowMap on my scene. Also I have written my own vertex and fragment shaders. When coming to apply the shadow effect in the fragment shader I have to access the shadow map. The original shader uses just shadow2DProj( osgShadow_shadowTexture, gl_TexCoor

Re: [osg-users] Texture coordinate calculation in vertex shader

2010-09-13 Thread Werner Modenbach
ner, > > See VertexShader in StandardShadowMap. OpenGL Shading Languege (Orange > Book) contains a chapter on emulating fixed pipeline. And you may also try > to use 3DLabs ShaderGen. > > Wojtek Lewandowski > > ------ > From: &quo

Re: [osg-users] Replacing a node on the fly

2010-09-16 Thread Werner Modenbach
Hi, I have the same kind of question (and problem). My application makes high dynamic calculations of a textiles under tension and other influences. During the calculation process each yarn changes its shape and I have to recalculete the geometry of each yarns node from ground up. What is the r

Re: [osg-users] Replacing a node on the fly

2010-09-16 Thread Werner Modenbach
e incorrect but I'm also just at the beginning of my work with osg. - Werner - On Thursday 16 September 2010 10:22:54 Robert Osfield wrote: > Hi Werner, > > On Thu, Sep 16, 2010 at 8:58 AM, Werner Modenbach > > wrote: > > I have the same kind of question (and prob

[osg-users] Replacing a node on the fly (same issue, new thread)

2010-09-16 Thread Werner Modenbach
OK Robert, I still have the impression I have exactly the same case as Dženan. But if you prefer I'll open a new thread. I'm using AdapterWidget in Qt and I'm running it single threaded as Dženan does. I'm replacing a node in the scene graph by a newly created one. Here is my scene hierarchie:

Re: [osg-users] Replacing a node on the fly (same issue, new thread)

2010-09-16 Thread Werner Modenbach
re trying to achieve. > Could you explain more about the simulation code, such as how it's > threaded, is synchronous to the rendering thread etc. Also on the > rendering side, how do you want to render it? > > Robert. > > On Thu, Sep 16, 2010 at 10:36 AM, Werner Modenbach >

Re: [osg-users] Replacing a node on the fly (same issue, new thread)

2010-09-16 Thread Werner Modenbach
ing a specific implementation in code. > Please step back and do as I requested. Explain what you are trying > to do at higher level, I asked you to do this for a reason - I can't > really help properly when you dive down to low level code. > > Robert. > > On Thu, Sep 16, 2010 a

Re: [osg-users] Replacing a node on the fly (same issue, new thread)

2010-09-16 Thread Werner Modenbach
What would be the advantage? Almost everything in the node is the drawable. I'm doing simulated fabrics by using CAD data. The kind of fabric in sports wear, swim ware, sports shoes, underwear and many technical applications. I'm heavily related to textile industry. Werner On Thursday 16 Sept

Re: [osg-users] Replacing a node on the fly (same issue, new thread)

2010-09-16 Thread Werner Modenbach
rg -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu Geschäftsführer/Managing Director: Werner Modenbach ___ osg-users mailing list

Re: [osg-users] Replacing a node on the fly (same issue, new thread)

2010-09-16 Thread Werner Modenbach
Geode with it and replace the old Geode in the scene. So to be general: I have a Geode in a scene which gets replaced by a new one. Sorry for filling this list with so man details! On Thursday 16 September 2010 14:55:35 Robert Osfield wrote: > On Thu, Sep 16, 2010 at 11:37 AM, Werner Modenb

Re: [osg-users] Replacing a node on the fly (same issue, new thread)

2010-09-17 Thread Werner Modenbach
o this for other things (dynamic terrain, cable display) and it > works well as long as you flag your osg::Geometry object as DYNAMIC. > > Hope this helps, > > J-S -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 47575

[osg-users] Hint for appropriate export format?

2010-09-19 Thread Werner Modenbach
My application is creating a scene with standard Geodes (vertex arrays, normal arrays etc.) I would like to export the 3D structure for further processing in external programs like "ansys" or to convert it in external converter programs into appropriate formats. I was advised to use IGES as ex

Re: [osg-users] GL_R32F (and others) float textures are being normalized

2010-09-20 Thread Werner Modenbach
; Juan > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- TEXION Software Solutions TEXION GmbH -

[osg-users] Problems with view->computeIntersections(x, y, intersections)

2010-09-21 Thread Werner Modenbach
Hi all, after reading the osgpick example picking seemed to be really easy. Unfortunately in my application it doesn't work as expected. I exactly coppied the example code. osgUtil::LineSegmentIntersector::Intersections intersections; if (view->computeIntersections(_x, _y, intersections)

Re: [osg-users] shadows and custom shaders

2010-09-21 Thread Werner Modenbach
sg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu Geschäftsführer/Mana

Re: [osg-users] Rotate camera around the scene in osgViewer - simple way?

2010-09-23 Thread Werner Modenbach
i/osg-users-openscenegraph.org -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu Geschäftsführer/Managing Director: Werner Modenbach

Re: [osg-users] Regarding image::data

2010-09-24 Thread Werner Modenbach
g/listinfo.cgi/osg-users-openscenegraph.org -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu Geschäftsführer/Managing Director: Werner Modenbach ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] High CPU utilisation in Qt AdapterWidget

2010-09-27 Thread Werner Modenbach
Hi all, I noticed an unnecessarily high CPU utilisation on my system. Diving into the problem shows a direct dependancy on the timer rate. The timer calls updateGL(). But real updates are rarely necessary. Is there any other way to know, when an update is really necessary? What is the default im

Re: [osg-users] Shadows : Creating multiple osgShadow::ShadowedScene

2010-09-28 Thread Werner Modenbach
- D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu Geschäftsführer/Managing Director: Werner Modenbach ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] OSG Input Event System

2010-10-01 Thread Werner Modenbach
Hi Robert, thanks for your excellent support here on the list. You explaned the event input system very clearly and I enjoy getting a better overview on osg. Can you please give a compareable short explanation on how frame() calls are generated and what happens inside then? The background of my

Re: [osg-users] osgViewer::frame() CPU cost (was: OSG Input Event System)

2010-10-02 Thread Werner Modenbach
On Saturday 02 October 2010 11:52:08 Alberto Luaces wrote: > Changing the subject since this is a different topic. Sorry, was by accident. > > Werner Modenbach writes: > > Can you please give a compareable short explanation on how frame() calls > > are generated and wha

[osg-users] Application crash

2010-11-24 Thread Werner Modenbach
Dear all, I'm using osg in an application running on Linux and Windows using Qt and adapter widget. I'm showing the relaxation process in a textile fabric and the number of vertices can reach huge numbers. The scene (Geodes representing one yarn thread each) has to be updated after each relaxat

Re: [osg-users] Application crash

2010-11-24 Thread Werner Modenbach
Hi Tim, The new data arrives asynchronously out of threads. So I have no chance to relate the updates in any way to the timing of frame() calls. Unfortunately I cannot believe it doesn't matter to osg replacing arrays out of threads eventually while frame() is active. BTW using VBOs results in t

Re: [osg-users] Application crash

2010-11-24 Thread Werner Modenbach
_ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-2

Re: [osg-users] Application crash

2010-11-24 Thread Werner Modenbach
; > On Wed, Nov 24, 2010 at 10:53 AM, Werner Modenbach > > wrote: > > Yes, I absolutely agree and this is actually similar to my first > > approach. Unfortunately I ran out of address space on 32 bit Windows > > machines. The available address space is about 1.4 GB and

Re: [osg-users] Application crash

2010-11-24 Thread Werner Modenbach
Am Mittwoch, 24. November 2010, 15:31:48 schrieb Tim Moore: > On Wed, Nov 24, 2010 at 2:52 PM, Werner Modenbach < > > > You can calculate the binormal from the normal and tangent vector in a > shader, for some savings. OK, I'll think about it. > > > Each yar

[osg-users] crash in destructor of RegisterReaderWriterProxy

2010-12-02 Thread Werner Modenbach
Hi all, I'm using osg 2.8.3 and I experience a program crash when closing the program. It happens after I used 3ds export function which dynamically loads the corresponding library. The crash is in the destructor of RegisterReaderWriterProxy when calling Registry::instance()->removeReaderWriter

Re: [osg-users] Application crash

2010-12-02 Thread Werner Modenbach
Hi Tim and Robert, I just want to give you a feedback. I AM VERY, VERY LUCKY You took me on the right path. Thanks for your great support. - Werner - Am Mittwoch, 24. November 2010, 17:13:09 schrieb Robert Osfield: > Hi Werner, > > On Wed, Nov 24, 2010 at 3:02 PM, Werner

[osg-users] Advice on Shader usage and osgShadow

2010-12-09 Thread Werner Modenbach
Hi all, I'm a little confudsed about where to use my own GLSL shaders in a sceene with osgShadow. My scene has osgShadow as it's root and my user scene as a child. My scene needs it's own shaders. Until now I derived my own ShadowTechnic class from osgShadowTechnic overwriting the default shade

[osg-users] Question about camera autoComputeHomePosition

2010-12-10 Thread Werner Modenbach
I have a question about above function. In my application on initialization I call: getCamera()->setViewport(new osg::Viewport(0, 0, width(), height())); getCamera()->setProjectionMatrixAsPerspective(20.0f, static_cast(width())/stati

Re: [osg-users] Problim finding font

2010-12-10 Thread Werner Modenbach
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu Geschäftsführer/Managing Director: Werner M

Re: [osg-users] Advice on Shader usage and osgShadow

2010-12-10 Thread Werner Modenbach
Hi! Hmmm... I haven't looked at "ViewDependentShadow" so far. I'm a little confused now. How are things workingh together? I have a ShadowScene and set the ShaderTechnique with my own class derived from SoftShadowMap. I wrote virtual methods for createShaders and createUniforms for support of my

Re: [osg-users] Advice on Shader usage and osgShadow

2010-12-10 Thread Werner Modenbach
> result of this lookup (whether the fragment is in shadow or not). > > Hope this helps, > > J-S -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu Geschäftsführer/Managing Director: Werner Modenbach ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] VBO Memory Usage

2010-12-14 Thread Werner Modenbach
graph.org/listinfo.cgi/osg-users-openscenegraph.or > >> g > > > > ___ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] VBO Memory Usage

2010-12-14 Thread Werner Modenbach
ailed analysis. - Werner - Am Dienstag, 14. Dezember 2010, 12:38:08 schrieb Robert Osfield: > Hi Werner, > > On Tue, Dec 14, 2010 at 11:23 AM, Werner Modenbach > > wrote: > > could you please give a short message here when the patch is ready? > > We had to switch VBOs off

[osg-users] Problems with osg:: sharedObjects

2011-01-26 Thread Werner Modenbach
Dear community, Maybe someone of you can give me a hint. I'm running Windows 7 64 Bit and osg 2.8.3. I have a Qt application working with AdapterWidget. Al my scene works fine and is displayed the right way. After deleting my view (derived from AdapterWidget) and reinstantiation of the view ag

Re: [osg-users] Problems with osg:: sharedObjects

2011-01-27 Thread Werner Modenbach
Ah ... It's so obvious! Decades of programming is no guarantee for error free code. Thanks!!! On Wed, 26 Jan 2011 13:39:55 -0500, Jean-Sébastien Guay wrote: Hello Werner, D.J., I would recommend that you either: 1) use ref_ptr as your return type, or 2) wait to use ref_ptr outside of

[osg-users] What is the difference between the first and the next instantiations of a view?

2011-01-28 Thread Werner Modenbach
Hi all, is there any diffenrence when instanciation a second instance of a view (Qt and AdapterWidget) compared to the first one? I'm experiencing strange effects (models are drawn with random vertices) in the second window. The same model in the same display class creates this reproducable p

[osg-users] Compiler errors

2011-01-30 Thread Werner Modenbach
Hi all, I get the following error in compilation on Linux: /osg/osgPlugins/freetype/FreeTypeFont.h:34: Error:‘Glyph’ in class ‘osgText::Font’ does not name a type I use a quite new svn version. But to be honest, I import most of the osg distribution structure into my project and buid i

Re: [osg-users] Compiler errors

2011-01-31 Thread Werner Modenbach
; Are you able to build the OSG using Makefile? Which version of th > OSG are you using? > > Robert. > > On Sun, Jan 30, 2011 at 2:37 PM, Werner Modenbach > > wrote: > > Hi all, > > > > I get the following error in compilation on Linux: > > &g

[osg-users] SoftShadowMap Shader problem

2011-02-07 Thread Werner Modenbach
Hi all, I think SoftShadowMap doesn't unload the shader when unloaded. The root node of my scene is a ShadowedScene. I guess without assigning a ShadowTechnique the default GL rendering pipeline is used. When creating and setting SoftShadowMap as technique shadowing takes place and the techniq

[osg-users] SoftShadowMap Shader problem

2011-02-07 Thread Werner Modenbach
Sorry, partially sent by accident ... Hi all, I think SoftShadowMap doesn't unload the shader when unloaded. The root node of my scene is a ShadowedScene. I guess without assigning a ShadowTechnique the default GL rendering pipeline is used. When creating and setting SoftShadowMap as techniq

[osg-users] Shaders in StandardShadowMap

2011-02-08 Thread Werner Modenbach
Hi, I suggest altering one line of the shader code of StandardShadowMap into: (_mainFragmentShader) color *= mix( colorAmbientEmissive, gl_Color + gl_SecondaryColor, DynamicShadow() ); \n" Otherwise no specular light is shown. Also it would be nice having a chance to using the existing

Re: [osg-users] Shaders in StandardShadowMap

2011-02-09 Thread Werner Modenbach
Hi J-S! > Yes, Wojtek mentioned about a week ago that this was an oversight on his > part, so please submit the whole modified file to osg-submissions. > Done. > > Also it would be nice having a chance to using the existing shader code > > in a derived class and just add new functions i.e. for

Re: [osg-users] Shaders in StandardShadowMap

2011-02-09 Thread Werner Modenbach
Hi J-S, I've got it. Thanks for the clarification. OSG is great work! - Werner - > Hello Werner, > > > Yes, I see your point but I don't agree. > > Hardcoding a shader in a shadow technique isn't a better way at all. > > It leeds to the same problems you take for argument against my proposal. >

[osg-users] Qt Library

2011-02-10 Thread Werner Modenbach
Hi all, we adapted our software to the new Qt library, which is a good thing! Testing it on various systems leads us to some problems. The programs crash sometimes and we successfully catched the problem in the debuger. The crash happens when QPainter and osg paint to the screen simultaneously

Re: [osg-users] Qt Library

2011-02-10 Thread Werner Modenbach
Hi Gianni, not on Linux. Bur I'll get into it again. Thanks for your reply. - Werner - > Hi, > I'm not sure but a crash related to QPainter I experienced in the past was > caused by mixing debug and release libs. > > Cheers, > Gianni > > -- > Read this topic online here: > http:

[osg-users] Clipping a scene object

2011-03-11 Thread Werner Modenbach
Hi all, Is there any easy way of defining a clipping plane on or a clipping box arround a scene object? I just want to see the remaining part of the object. Think of it like cutting the object, throwing away one part and getting a view onto a cut plane of the other part. Thanks for any hints.

Re: [osg-users] 3d Models for free?

2011-06-02 Thread Werner Modenbach
n scanned for viruses and dangerous content by > > MailScanner, > > >>and is believed to be clean. > >> > >>___ > >>osg-users mailing list > >>osg-users@lists.openscenegraph.org > >>http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >> > >>___ > >>osg-users mailing list > >>osg-users@lists.openscenegraph.org > >>http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > >___ > >osg-users mailing list > >osg-users@lists.openscenegraph.org > >http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu Geschäftsführer/Managing Director: Werner Modenbach ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] QT-OSG problem

2011-08-16 Thread Werner Modenbach
> osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, we

[osg-users] Shader question

2011-12-22 Thread Werner Modenbach
High all, I'm using LightSpacePerspectiveShadowMapCB in my project and I am quite satisfied by the results. Now I'd like to extend the features of the shaders by bump mapping and hopefully displacement mapping. So I have to add some additional code to the shaders coming from SoftShadowMap. Has

Re: [osg-users] How to prevent resize of viewer window (Windows and Linux)

2012-02-16 Thread Werner Modenbach
Does cross platform mean you are using Qt framework? In this case just assign a fixed size to the embedding window. Am 16.02.2012 13:40, schrieb John Simpson: > Hi, > > I need to display a viewer window that the user can't resize. Tried all > sorts. I assume it's the viewer's graphics context t

Re: [osg-users] Screen Shot question

2012-03-09 Thread Werner Modenbach
Is there also a high res example code? Am 09.03.2012 01:45, schrieb Sergey Kurdakov: > Hi Thomas > > > Is there a way to capture this programatically? > > here is example from osgWorks where you have full control: > http://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/ScreenCaptur

[osg-users] Problems with PBOs with gl3

2014-12-15 Thread Werner Modenbach
Dear all, I'm using OSG now for years and I'm very satisfied. In one of my projects I'm very much related to using geometry shaders and so I have to use gl3 features. I do this by setting camera->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(supportsOpenGL3()&&!forceGL2Mo

Re: [osg-users] Problems with PBOs with gl3

2014-12-15 Thread Werner Modenbach
st use them with a normal default build of the OSG, The OSG queries for a sets up extensions individually. Robert. On 15 December 2014 at 10:04, Werner Modenbach mailto:werner.modenb...@texion.eu>> wrote: Dear all, I'm using OSG now for years and I'm very satisfied

Re: [osg-users] Problems with PBOs with gl3

2014-12-17 Thread Werner Modenbach
der target or if the shaders don't work on PBO. Where is my mistake? - Werner - BTW OSG is NOT compiled against gl3! Am 15.12.2014 um 11:30 schrieb Werner Modenbach: Hi Robert, thanks for the really quick answer. I didn't compile OSG againt gl3 because I also need the possibility to

Re: [osg-users] Problems with PBOs with gl3

2014-12-17 Thread Werner Modenbach
ectly glReadPixels() will work fine is a little slow. For debugging the issue try just disabling the PBO code. Finally, have a look at other systems - hardware, OS, drivers so see if there is particular issue on hour system that doesn't appear on others. It could even be that geometry

Re: [osg-users] Problems with PBOs with gl3

2014-12-17 Thread Werner Modenbach
er 2014 at 14:57, Werner Modenbach mailto:werner.modenb...@texion.eu>> wrote: Hi Robert, many thanks. I fully understand your "you are the only one". "First ...": OK, I'll try to modify my shader code to use the built in uniforms. I'll le

[osg-users] How does shadow technic work if geometry shaders are in use

2015-05-29 Thread Werner Modenbach
Hi all, My scene contains many objects, which are created by geometry shaders. So no vertices are created outside the graphics card for those objects. So I use state->setUseVertexAttributeAliasing(true) and state->setUseModelViewAndProjectionUniforms(true) Is it possible using a shadow t

Re: [osg-users] How does shadow technic work if geometry shaders are in use

2015-05-29 Thread Werner Modenbach
ve to set your vertex and fragment shaders as well, and it will be picked up correctly if you set the masks for receiving/cast shadows So it should work. As long as they are part of the top ShadowedScene Nick Nick On Fri, May 29, 2015 at 5:56 PM, Werner Modenbach mailto:werner.m

Re: [osg-users] How does shadow technic work if geometry shaders are in use

2015-06-08 Thread Werner Modenbach
code I have modified shaders for the LSPSM. Can you share a sample app ? On Fri, May 29, 2015 at 6:38 PM, Werner Modenbach mailto:werner.modenb...@texion.eu>> wrote: Hi Nick, I'm using LightSpacePerspective shadow technique as well. But I set the shaders only insi

[osg-users] Question for understanding the way OSG internally works

2012-07-23 Thread Werner Modenbach
Hi, I'm writing applications for use in the textile development. I have a 3D simulation for meshed textile fabrics. Usually they are based on repeats of some cm/inches size. For display of a large piece of fabric I create the geometry of the one repeat and show it multiple times by use of many tra

Re: [osg-users] Question for understanding the way OSG internally works

2012-07-23 Thread Werner Modenbach
Hi Christian, thanks for the quick answer. Actually I'm using both kind of self written shaders already and the parallax displacement shader gives excellent results on yarn surface calculation. Also the problem is not just a displacement problem. Imagine some shine through curtains. The lower end

Re: [osg-users] multiple POST RENDER cameras

2013-02-11 Thread Werner Modenbach
Hi David, I did someting compareable. I have a static background image behind the scene and a transparent HUD on top. I used a HUD like separate camera, and a textured quad. The camera is set to PRE_RENDER. The clear mask of the main camera had to be modified to clear only the depth buffer. It w

[osg-users] [osgPPU] How to use osgPPU in an environment withz several slave cameras?

2013-02-11 Thread Werner Modenbach
Hi, in my application I use a camera to create a static background image in a PRERENDER stage. Also afte the scene rendering I use another camera to display something on top of the scene in a POSTRENDER stage (HUD with text). both cameras are slaves of the main camera. I need seting up a PPU ch

Re: [osg-users] [osgPPU] How to use osgPPU in an environment withz several slave cameras?

2013-03-19 Thread Werner Modenbach
Oh, I'm waiting so unpatiently for someone to reply here. I need this working very urgently. Thank you! Cheers, Werner -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53160#53160 ___ osg-users mailin

Re: [osg-users] [osgPPU] How to use osgPPU in an environment withz several slave cameras?

2013-03-27 Thread Werner Modenbach
Hi Daniel, the text HUD shows up correctly. Only the wallpaper is missing. I create it by a separate camera in PRE-RENDERmode. Here ist the code snippplet: === /** This method creates a HUD-Window for a wallpaper */ void Cl_3Dview_osg::createWallpaper

Re: [osg-users] [osgPPU] How to use osgPPU in an environment withz several slave cameras?

2013-03-31 Thread Werner Modenbach
Here is how I prepare the camera(s) for PPU: /** Setup the camera to do the render to texture */ void Cl_3Dview_osg::setupCameraForPipeline() { // setup viewer's default camera osg::Camera* camera = view->getCamera(); osg::Viewport* vp = camera->getViewport(); // create texture to

[osg-users] 2 Cameras rendering in one PBO or FBO

2013-04-05 Thread Werner Modenbach
Hi, I'm now experimenting for a very long while and I can't get things working. I have one camera doing a statick wallpaper background and the main scene camera. When assigning camera 1 to do PRE_Render mode and setting the clear mask to just deph clearing everything looks fine on the screen. N

Re: [osg-users] 2 Cameras rendering in one PBO or FBO

2013-04-05 Thread Werner Modenbach
Hi Sebastian, thanks for the really quick reply. cam1 is renderung a textured quad as static wallpaper and it's renderOrder is set to PRE_RENDER. cam 2 is rendering a normal scene (i.e. the cow) an its clear mask is set to just GL_DEPTH_BUFFER_BIT. This way cam2 doesn't destroy the background r

Re: [osg-users] 2 Cameras rendering in one PBO or FBO

2013-04-05 Thread Werner Modenbach
Hi, here is my setup: Code: // Get the scene camera (cam1) osg::ref_ptr camera = view->getCamera(); // get the wallpaper camera (cam2) osg::ref_ptr localWallpaperCamera = wallpaperCamera.get(); osg::ref_ptr image = new osg::Image; osg::ref_ptr fbImage = new osg::Image; fbImage->allocateImage(w

[osg-users] problems with clip node and clip planes

2013-05-10 Thread Werner Modenbach
Hi, I have a very strange bahaviour of my scene. The following diagram shows the scene structure. On the left side the last node is the actual main scene to be displayed. As you can see there is a clip node above this node. To my understandung this should do clipping of its children. On my Linux s

Re: [osg-users] some questions about Frame Scheme ON_DEMAND

2015-07-20 Thread Werner Modenbach
Hi Gianni, I solved it for me by deriving the viewer class and setting a local variable "needsUpdate" with any mod of the sceene. This works pretty good. - Werner - Am 20.07.2015 um 10:51 schrieb Gianni Ambrosio: Hi All, can anybody tell me please if there is a way to know if the OSG scene ha

[osg-users] Getting world coordinates from screen coordinates

2015-07-22 Thread Werner Modenbach
Hi all, please give me a little assistance. I'm using geometry shaders for creating my objects during rendering. That is why I can't use the picking via lineIntersection inside osg. But I have a local proprietary structure containing my display objects and I know how to calculate the "nearest" hi

Re: [osg-users] ClipNode Opposite Behavior

2015-07-23 Thread Werner Modenbach
Are you sure? I think this will leed to nothing being displayed. But I didn't verify it. It is just how I understand clipping. Am 23.07.2015 um 10:35 schrieb Christian Buchner: I think you only need to flip the clipping plane around (reverse the plane's normal vector) to get the desired effec

[osg-users] What is the difference of adding an additional camera as child or slave

2015-07-24 Thread Werner Modenbach
Dear OSG users, can someone give me an explanation about the difference in: view->addSlave(camera.get(),true); and view->getCamera()->addChild(camera.get()); Many thanks in advance - Werner- ___ osg-users mailing list osg-users@

[osg-users] Using osg::shadow with Gl 3.2 (Shader 1.5)

2015-08-06 Thread Werner Modenbach
Due to several reasons I had to convert a project to above versions. I was successful almost all over the project due to the excellent work of osg exported uniforms etc. The last item I have to solve now is shadow. I'm using osgShadow::LightSpacePerspectiveShadowMapCB and I found out how to rep

Re: [osg-users] Qt5 integration

2015-08-17 Thread Werner Modenbach
Hi Ricky, I understand your point of view here. But I think there are multiple use cases. If I understand your approach well you intend having a 3d rendering app with some nice qt based features. On the other hand we are developing a lot of software in the textile environment and 3d simulation o

[osg-users] shadows in an GL 3.2 / glsl 1.5 environment

2015-09-02 Thread Werner Modenbach
Dear all, I need to do shadows in an GL 3.2 / glsl 1.5 environment. I was using osgShadow with LightSpacePerspectiveShadowMapCB technique before moving to 3.2/1.5. I tried to track down the necessary actions and I think I have to solve 3 items: 1) Assigning new shaders to the technique (Standa

[osg-users] Hiding shader sources

2016-01-21 Thread Werner Modenbach
Hi all, we are using OSG with big success since many years now. Thanks Robert and the community. We are in a commercial context and we have to care about the know-how. We use Open-GL 3 and make heavy use of shaders. So my question is: Is there any way of hiding shader sources so they cannot be

Re: [osg-users] osgShadow with GLES

2016-07-04 Thread Werner Modenbach
Hi Pierre-Jean, I was also doing some research in that. I think the shader you adopted is not the only place where shaders have to be given. I found some place with comments like "I don't use my shader because the fixed function shaders have better performance". This is just how I remember th

[osg-users] Any recommendation on displaying spline surfaces?

2016-07-13 Thread Werner Modenbach
Hi all. I have to visualize objects defined by parametric spline surfaces. Is there any recommended way to do this in osg? Thanks for any hint - Werner - ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/li

[osg-users] Trouble with NodeMask and shadows

2016-08-22 Thread Werner Modenbach
Hi! I have a little issue with a scene with shadows. I need to have within a scene that has shadows an object that doesn't cast and doesn't receive shadows. Here is what I do: constintReceivesShadowTraversalMask=0x1; constintCastsShadowTraversalMask=0x2; intmask=geode->getNodeMask()&~

Re: [osg-users] Trouble with NodeMask and shadows

2016-08-25 Thread Werner Modenbach
Hi Pete. Thanks for your reference link. I now did it with my own shaders and of course it works. First I activated the fixed function shaders because I thought there must be some integrated mechanism for switching on and off shadows. Otherwise in my opinion the definition of receiveShadowMask does

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