RE: RE: [osg-users] create glass effect

2007-07-18 Thread Poirier, Guillaume
You'll have to rewrite the shaders in glsl if this is what you want to use. At least that's a good starting point to understand how to create a glass shader. bill -Original Message- From: [EMAIL PROTECTED] on behalf of [EMAIL PROTECTED] Sent: Wed 7/18/2007 10:18 AM To: osg-users@opensce

RE: [osg-users] create glass effect

2007-07-18 Thread Poirier, Guillaume
Hello Davide, You can check out the Nvidia Shader Library for examples: http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html bill -Original Message- From: [EMAIL PROTECTED] on behalf of [EMAIL PROTECTED] Sent: Wed 7/18/2007 9:03 AM To: osg-users@openscenegra

RE: [osg-users] Matrix uniform param update question

2007-05-28 Thread Poirier, Guillaume
r Shabanov Sent: Fri 5/25/2007 4:25 PM To: osg users Subject: Re: [osg-users] Matrix uniform param update question 2007/5/25, Poirier, Guillaume <[EMAIL PROTECTED]>: > Hello, > > I have a glsl shader with a mat4 uniform parameter. At each frame I need > to pass it the inverse

[osg-users] Matrix uniform param update question

2007-05-25 Thread Poirier, Guillaume
Hello, I have a glsl shader with a mat4 uniform parameter. At each frame I need to pass it the inverse of the model matrix (I think, since I want to use it to convert from world to object space). What is the best way to achieve this ? The osg::Uniform::Callback operator() takes a osg::Uniform* a

RE: [osg-users] Camera attachments

2007-05-10 Thread Poirier, Guillaume
I never managed to change the camera texture attachment but using two branches with two cameras and two switch nodes does the trick... Thanks again for your help ! bill From: [EMAIL PROTECTED] on behalf of Poirier, Guillaume Sent: Wed 25/04/2007 4:57 PM To

RE: [osg-users] Camera attachments

2007-04-25 Thread Poirier, Guillaume
more to suggest, you'll just need to add debugging/step through the code yourself to see whats happening/and compare this to what you are expecting. My only closing thought would be perhpas FBO's don't support or perhaps OSG's version of FBO's don't support changing

RE: [osg-users] Camera attachments

2007-04-23 Thread Poirier, Guillaume
traverse(node,nv); // post-traverse // m_Counter++; } Bill -Original Message- From: [EMAIL PROTECTED] on behalf of Robert Osfield Sent: Mon 4/23/2007 10:45 AM To: osg users Subject: Re: [osg-users] Camera attachments On 4/23/07, Poirier, Guil

RE: [osg-users] Camera attachments

2007-04-23 Thread Poirier, Guillaume
you want to control. Robert. On 4/20/07, Poirier, Guillaume <[EMAIL PROTECTED]> wrote: > > > > > Hello all, > > > First of all, I apologize if this question was discussed already... I am > searching for my questions on > the email archive > (http://open

[osg-users] Camera attachments

2007-04-20 Thread Poirier, Guillaume
Hello all, First of all, I apologize if this question was discussed already... I am searching for my questions on the email archive (http://openscenegraph.org/archiver/osg-users/) and it looks like the search function only returns old stuff. I remember reading a mail about this issue but I ca

[osg-users] Quick texture / image question

2007-04-18 Thread Poirier, Guillaume
Is it normal that if I create a new Texture2D and do a set image on it, the tex->getTextureWidth() & tex->getTextureHeight() return 0 but the tex->getImage()->s() & tex->getImage()->t() return the proper size ? If so when is the size properly updated ? cheers, bill ___

[osg-users] FSAA and render to texture

2006-12-18 Thread Poirier, Guillaume
I have a GeForce 7800GTX (driver 9742 beta) under linux and I am trying to render to texture with FSAA. I am wondering if anyone has experience with that. FSAA does not work with CameraNode FRAME_BUFFER_OBJECT but I was hoping it could work using FRAME_BUFFER target implementation instead. Usi

RE: [osg-users] Retrieving texture contents from ARB float FBO RTT

2006-10-03 Thread Poirier, Guillaume
Hi Chuck, I do bind an image with a float texture without clamping in my code... You do need to specify proper internal and source formats, like GL_FLOAT when you call osg::Image::allocateImage() and GL_FLOAT_R32_NV / GL_RED when you create the texture. guillaume -Original Message- F

[osg-users] osgprerender dynamic texture resize

2006-10-02 Thread Poirier, Guillaume
Title: osgprerender dynamic texture resize Hello, I am doing a render to texture similar to the osgprerender example. I render the texture on a quad that fits the viewport. I'd like to be able to change my texture resolution when the user resizes the viewport. Can you just resize everythin

RE: [osg-users] TextureAtlasBuilder checked into CVS.

2006-09-05 Thread Poirier, Guillaume
ts are not so good. Regards, guillaume -Original Message- From: [EMAIL PROTECTED] on behalf of Robert Osfield Sent: Tue 9/5/2006 10:48 AM To: osg users Subject: Re: [osg-users] TextureAtlasBuilder checked into CVS. Hi Guillaume, On 9/5/06, Poirier, Guillaume <[EMAIL PROT

RE: [osg-users] TextureAtlasBuilder checked into CVS.

2006-09-05 Thread Poirier, Guillaume
Hi Robert, Does this atlas builder packs only rectangular textures with some sort of binary space partitionning algorithm ? Can it handle non-rectangular elements like triangle strips ? Regards, guillaume -Original Message- From: [EMAIL PROTECTED] on behalf of Robert Osfield Sent:

RE: [osg-users] UC: reading back values from a FBO

2006-09-05 Thread Poirier, Guillaume
Hi James, I think you need to perform multiple passes, dividing the texture resolution in half each time, and outputing min / max values into different channels to finally get a 1X1 texture with your final min / max values. guillaume -Original Message- From: [EMAIL PROTECTED] on beh

[osg-users] CameraNode + framebuffer + depth attachment

2006-06-27 Thread Poirier, Guillaume
Title: CameraNode + framebuffer + depth attachment Hello All, I am trying to attach a depth texture to a CameraNode as follows: osg::ref_ptr rttCamera = new osg::CameraNode; rttCamera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT); rttCamera->attach(osg::CameraNode::

[osg-users] Disable depth write

2006-06-12 Thread Poirier, Guillaume
Title: Disable depth write Quick question... I use ortho CameraNodes with FBO to do post-processing passes on a quad. Is it possible to disable all writes to the depth buffer so that I can keep my original scene render depth values ? I tried camera->getOrCreateStateSet()->setAttributeAndMo

RE: [osg-users] OpenSceneGraph : need advice to put thngs ingreyscale...

2006-05-31 Thread Poirier, Guillaume
One simple option is to use a post-process shader to do that. guillaume -Original Message- From: [EMAIL PROTECTED] on behalf of David Lascombe Sent: Wed 5/31/2006 7:26 AM To: [EMAIL PROTECTED]; osg-users@openscenegraph.net Subject: [osg-users] OpenSceneGraph : need advice to put thngs

[osg-users] osgProducer::Viewer default behavior

2006-05-08 Thread Poirier, Guillaume
Title: osgProducer::Viewer default behavior Hello, I modified slightly the osgviewer application to add the following hierarchy on top of the loaded model to allow model and post-process shaders to be applied. Here is what it looks like: //  root //    \ // post-processing effect (see

RE: [osg-users] Multiple cascading shaders

2006-05-04 Thread Poirier, Guillaume
Will that cummulate the effect of the two shaders node ? i.e. the final rendering have both per-pixel lighting from Node 1 and vertices displaced from Node 2 ? /g I think osgNVCg is just like any StateAttribute. So, how about Node1->getOrCreateStateSet()->setAttributeAndModes(vertex, osg:

[osg-users] Multiple cascading shaders

2006-05-03 Thread Poirier, Guillaume
Title: Multiple cascading shaders Hello, I am wondering how to achieve the following... I'd like to have nodes in my scene graph with different cascading shaders. For example a node 1 doing per-pixel Blinn and another node 2 doing vertex displacements. Root   \   Node 1   osgNVCg vertex