Re: [osg-users] GL_RGBA16F_ARB & Texture source formats

2007-01-14 Thread Art Tevs
Hi, David! I have successfully implemented the things you are describing here. For my Camera setup I use GL_RGBA16F_ARB and as source format GL_RGBA. I also setup setSourceType(GL_FLOAT); but this is actually not required, I think. I have no slowdown with using of HDR-Rendering, however I am us

Re: [osg-users] FBO and CubeMaps on nVidia

2006-12-04 Thread Art Tevs
e have as up to date driver as you, so > perhaps its the drivers, or perhaps its simply that your hardware > doesn't support FBO's in hardware.What hardware do you have? > > Robert. > > On 12/3/06, Art Tevs <[EMAIL PROTECTED]> wrote: > > Hi folks! > > >

[osg-users] FBO and CubeMaps on nVidia

2006-12-03 Thread Art Tevs
Hi folks! I do not know exactly if it is a bug in osg or in nVidia drivers. I am using osg 1.2 the stable version from the homepage. nVidia drivers are 96.29. I am running it on Linux. The sample osgprerendercubemap do not work well with frame buffer objects (fbo) as a rendering target. If I sta

Re: [osg-users] question about osg::NodeVisitor

2006-12-03 Thread Art Tevs
Hi, Benoit! What idea should we have? If I understood your approach correct, so I think that this thing would compile at all. Or if it will, then always apply(Group&) will be called. MfG, Art On Sunday 03 December 2006 20:46, BenoƮt Poulard wrote: > Hi, > I try to extend osg::NodeVisitor::appl

[osg-users] osgUtil::Optimizer and dynamic render to texture

2006-12-03 Thread Art Tevs
Hi, folks! I have a question regarding to the osgUtil::Optimizer. It seems that it does much more work than I currently need. My scene graph setup is following: root -> envMap -> renderable root-> renderable - root is the root node of the scene - envMap is a node which do update a texture by re

Re: [osg-users] RTT, FBO and CameraNode

2006-12-01 Thread Art Tevs
details in a custom Node's > handling of update/cull traversals. See osgSim::Impostor and > osgSim::OverlayNode for examples of this. > > Robert. > > ps In CVS CameraNode is has now been renamed osg::Camera. > > On 12/1/06, Art Tevs <[EMAIL PROTECTED]> wrote: > >

[osg-users] RTT, FBO and CameraNode

2006-12-01 Thread Art Tevs
Hi, folks! I have a question regarding to the rendering to texture and camera setup. Actually I do understand how to setup all the things, but I need some technical design help. I have a class A which has a camera node. The camera do render the scene from another view into a texture. I can acce

[osg-users] Texture from image and TexutreID

2006-11-27 Thread Art Tevs
Hi! 1. OpenGL 2.0 does support Texture2D with non-power of two sizes. Does osg::Texture2D also support this? 2. Should one call something else, when creating Texture from an image, like this: Image* img = osgDB::readImageFile(cachename); Texture* tex = new Texutre2D(); tex->setImage(0, img);

[osg-users] Float textures

2006-11-27 Thread Art Tevs
Hi, folks! How can I create a 3D/2D Texture containing float values. Image::setImage does only accept unsigned char* as data. Can I just do this in this way: float* data = allocateData(); osg::Image* img = new osg::Image(); img->setData(w,h,d, GL_RGBA_FLOAT16_ATI, GL_RGBA, GL_FLOAT, (unsigned c

[osg-users] Effect, Technique, OpenGL calls

2006-08-22 Thread Art Tevs
Hi! I have a problem of understanding how to setup rendering of effect. I created an Effect and Technique class that works on their children nodes (geodes). The technique class is getting updated in each frame. Now I have to render the effect after all geometries are already rendered, so the de