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Re: FrameBufferTextureGenerator stereo problem
#1
Just can't stay away
Just can't stay away


Hello,

I tested your example with the trunk version, it works all fine in stereo version. Also, i rechecked the example i provided with various orientations, it still looks fine with trunk version.

So , it is very likely an issue in release 2.3 which get resolved later. I highly recommend you to try the trunk version

Posted on: 3/9 18:29
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Re: FrameBufferTextureGenerator stereo problem
#2
Not too shy to talk
Not too shy to talk


Hi again,

We get some problems with your example as well, not at the same orientation and position through.
While using the mouse to rotate the scene we noticed that again at times the left and/or the
right buffer (using Vertical split) doesn't render correctly. See attached screenshot: frame_buffer_problem.jpg

Since we are using the 2.3.0 release from the default release we guess that the problem has been fixed along the development...
but it would be nice if you test our example as well to make sure

Below is our x3d file (with the scene exchanged to the same box as your example):
<Scene>

<
FrameBufferTextureGenerator DEF="GEN" outputTextureType="2D" generateColorTextures="RGB16F" generateDepthTexture="true">
    <
Shape>
          <
Appearance>
            <
Material diffuseColor="1 0 0" />
          </
Appearance>

          <
Box size="0.2 0.2 0.2" />
        </
Shape>
</
FrameBufferTextureGenerator>

<
FrameBufferTextureGenerator DEF="BRIGHT" outputTextureType="2D" generateColorTextures="RGB16F">
    <
Shape>
        <
Appearance DEF="APP" >
            <
ComposedShader DEF="BRIGHT_SHADER" language="GLSL">
                <
field name="hdrBuffer" type="SFNode" accessType="inputOutput">
                    <
ImageTexture/>
                </
field>
                <
ShaderPart type="VERTEX" url="../../shaders/passthrough.vert" />
                <
ShaderPart type="FRAGMENT" url="../../shaders/bright.frag" />
            </
ComposedShader>
        </
Appearance>
        <
FullscreenRectangle screenAligned="true" />
    </
Shape>
</
FrameBufferTextureGenerator>

<
FrameBufferTextureGenerator DEF="BLURRED" outputTextureType="2D" generateColorTextures="RGB16F">
    <
Shape>
        <
Appearance DEF="APP" >
            <
GaussianFilterShader DEF="BLUR" type="FULL" sigma="100000" kernelSize="7" pixelStepOffset="1"/>
        </
Appearance>
        <
FullscreenRectangle screenAligned="true" />
    </
Shape>
</
FrameBufferTextureGenerator>

<
Shape>
    <
Appearance DEF="APP" >
        <
ComposedShader DEF="FINAL" language="GLSL">
            <
field name="hdrBuffer" type="SFNode" accessType="inputOutput">
                <
ImageTexture/>
            </
field>
            <
field name="blurBuffer" type="SFNode" accessType="inputOutput">
                <
ImageTexture/>
            </
field>
            <
field name="depthBuffer" type="SFNode" accessType="inputOutput">
                <
ImageTexture/>
            </
field>
            <
field name="exposure" type="SFFloat" accessType="inputOutput" value="2.0"/>
            <
ShaderPart type="VERTEX" url="../../shaders/passthrough.vert" />
            <
ShaderPart type="FRAGMENT" url="../../shaders/final.frag" />
        </
ComposedShader>
    </
Appearance>
    <
FullscreenRectangle screenAligned="true"/>
</
Shape>

<
ROUTE fromNode="GEN" fromField="colorTexture" toNode="BRIGHT_SHADER" toField="hdrBuffer"/>
<
ROUTE fromNode="BRIGHT" fromField="colorTexture" toNode="BLUR" toField="texture"/>
<
ROUTE fromNode="GEN" fromField="colorTexture" toNode="FINAL" toField="hdrBuffer"/>
<
ROUTE fromNode="BLURRED" fromField="colorTexture" toNode="FINAL" toField="blurBuffer"/>
<
ROUTE fromNode="GEN" fromField="depthTexture" toNode="FINAL" toField="depthBuffer"/>

<
FBODebugger/>

</
Scene>


Passthrough.vert:
void main() {
      
gl_Position gl_ModelViewProjectionMatrix gl_Vertex;
      
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}


Bright.frag:
uniform sampler2D hdrBuffer;

void main(void)
{
    
vec3 hdrColor texture(hdrBuffergl_TexCoord[0].st).rgb;
    
float brightness dot(hdrColor.rgbvec3(0.21260.71520.0722));

    if (
brightness 1.2)
    {
        
gl_FragColor vec4(hdrColor1.0);
    }
}


Final.frag:
uniform sampler2D hdrBuffer;
uniform sampler2D blurBuffer;
uniform sampler2D depthBuffer;
uniform float exposure;

void main(void)
{
    
vec3 hdrColor texture(hdrBuffergl_TexCoord[0].st).rgb texture(blurBuffergl_TexCoord[0].st).rgb;
    
vec3 result vec3(1.0) - exp(-hdrColor exposure);

    
gl_FragDepth texture(depthBuffergl_TexCoord[0].st).r;
    
gl_FragColor vec4(result1.0);

}

Attach file:



jpg  frame_buffer_problem.jpg (14.84 KB)
11257571_58c00384d2527.jpg 776X516 px

Posted on: 3/8 14:17
Top


Packaging H3DAPI application
#3
Not too shy to talk
Not too shy to talk


Hi,

We are now approaching "version 1" of our application that uses H3DAPI, and we are now looking for a
smooth solution that allows us to create an "installer" file for our application. I've searched the
forum and the manual without successfully finding any information about this. So I starts to wonder if it is
possible to make an installer file for an application using H3DAPI?

So I do start to wonder how you package your H3DAPI applications? What tools/frameworks do you use?
And are these open for public or is it your own and not attributable? How can you make "patch-files" for
updates to an application?

The reason that I ask is that we are looking for a commercial solution to "hide away" our source code
for the application (Python and X3D) to not be as easily accessible as it is today. My impression is that
it is only possible to compile the python code into .pyc files and leave the x3d-files as is. Is that true
or is there more powerful ways to "hide away" the source code?

Please return if something is unclear or need more explanation of what I mean. Have a nice day!

//Emil




Posted on: 3/6 16:33
Top


Re: FrameBufferTextureGenerator stereo problem
#4
Not too shy to talk
Not too shy to talk


Thank you for your reply, I will test your example and reply with an example that describes our problem better.

Posted on: 3/6 12:25
Top


Re: FrameBufferTextureGenerator stereo problem
#5
Just can't stay away
Just can't stay away


hi,

I tested here with a small example to chain three FBTGs nodes to try to reproduce your issue but without success.
Here is the example i am using:
<Scene>
    <
Viewpoint position='-0.1 0 0.8' orientation=' 0 1 0 -0.25' />

    <
Group>
      <
FrameBufferTextureGenerator DEF="GEN" outputTextureType="2D" generateColorTextures="RGBA" >
        <!-- 
Scene to render to texture -->
        <
Shape>
          <
Appearance>
            <
Material diffuseColor="1 0 0" />
          </
Appearance>

          <
Box size="0.2 0.2 0.2" />
        </
Shape>
      </
FrameBufferTextureGenerator>
      <
FrameBufferTextureGenerator DEF="GEN1" outputTextureType="2D" generateColorTextures="RGBA">
        <
Shape>
          <
Appearance DEF="APP1" >
            <
Material/>
            <
MultiTexture DEF="MT1" />
          </
Appearance>
          <
FullscreenRectangle screenAligned="true" />
        </
Shape>
      </
FrameBufferTextureGenerator>
      <
ROUTE fromNode="GEN" fromField="colorTextures" toNode="MT1" toField="texture" />
      
      <
FrameBufferTextureGenerator DEF="GEN2" outputTextureType="2D" generateColorTextures="RGBA">
        <
Shape>
          <
Appearance DEF="APP2" >
            <
Material/>
            <
MultiTexture DEF="MT2" />
          </
Appearance>
          <
FullscreenRectangle screenAligned="true" />
        </
Shape>
      </
FrameBufferTextureGenerator>
      <
ROUTE fromNode="GEN1" fromField="colorTextures" toNode="MT2" toField="texture" />
      
      <!-- 
Shape for rendering depth texture on -->
      <
Shape>
        <
Appearance DEF="APP" >
          <
Material/>
          <
MultiTexture DEF="MT" />
        </
Appearance>
        <
FullscreenRectangle screenAligned="true" />
      </
Shape>
    </
Group>

    <
ROUTE fromNode="GEN2" fromField="colorTextures" toNode="MT" toField="texture" />
</
Scene>


I am testing with the trunk.

Could you also test with my example. Also it is better if you can provide an example to reproduce your issue.

Mvh
Hao

Posted on: 3/2 11:38
Top


FrameBufferTextureGenerator stereo problem
#6
Not too shy to talk
Not too shy to talk


Hello!

We have found some problem with using the FrameBufferTextureGenerator node.
It seems like when chaining several of these together there are some problems
with the stereo-rendering on certain positions combined with certain
orientations of the viewpoint.

As a example we have implemented a Bloom effect by rendering the scene to a
texture, extracting the bright parts of this texture, blurring the bright
parts of the texture and then finally combining the blurred texture with the
original. This required three FrameBufferTextureGenerator nodes chained together.

We noticed then that the stereo stopped working with the position [-0.1; 0; 0.8]
and the orientation [0; 1; 0; -0.25]. Changing the position to [0; 0; 0.8] or
changing the orientation to [0; 1; 0; 0.251] got it working again.

By setting the stereo mode to Vertical Split in H3DViewer we noticed that with
the non-working position and orientation the left side doesn't render.
Investigating further with the FBODebugger node we noticed that this doesn't
happen in the first FrameBuffer but in all following FrameBuffers.

Do you have any idea why this might be happening? Are there some easy solutions to this problem?

Specs:
OS: Windows 7
Graphics card: NVIDIA GTX 960
H3D 2.3

Posted on: 3/1 15:04
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Re: UTF-8 characters/symbols in Text nodes?
#7
Webmaster
Webmaster


Using latest H3DAPI release?
That one probably does not have it.
Did you try any UTF-8 characters with trunk.
If you don't want to build trunk yourself try the nightly builds from here
ftp://www.h3dapi.org/pub/nightlybuilds/windows/
I tested this with latest trunk and it worked.
<Group>
  
  <
Shape>
    <
Appearance>
      <
Material emissiveColor="1 1 1"/>
    </
Appearance>
    <
Text
        string
="åäö ¼ ©">
      <
FontStyle size="0.014" justify="MIDDLE"/>
    </
Text>
  </
Shape>
  
</
Group>

Posted on: 1/13 14:07
Top


UTF-8 characters/symbols in Text nodes?
#8
Not too shy to talk
Not too shy to talk


I have tried to search both forum and documentation to find information but find none if there is possible to UTF-8 encoded strings in Text nodes in H3D?

I have tried it and it did not work at all, either the wrong symbol shows or from Python scripts trying to set the string in the node it gives an error.

The error from Python script:
"File "", line 116, in setValue
ValueError: Invalid argument type to setValue() function"

Is it so that only ASCII strings are used in Text nodes?

Have a nice Friday!
//Emil


Posted on: 1/13 13:08
Top


Re: Availability of Externals for Windows Visual Studio 2013/2015 ?
#9
Quite a regular
Quite a regular


never mind - i found the repository myself.

here for the records:
https://www.h3dapi.org:8090/External/vs2013/
https://www.h3dapi.org:8090/External/vs2015/

cheers
Ulrich

Posted on: 12/15 22:24
Top


Availability of Externals for Windows Visual Studio 2013/2015 ?
#10
Quite a regular
Quite a regular


Dear H3DAPI Community,

i've been trying to compile all the required dependencies for H3DAPI to make it run on VS 2013 for a while now.
This however is very tedious and i haven't managed to produce a working H3D build so far.

Is by any chance a repository with pre-built dependences for VS2013 or VS2015 available - in a similar way as the externals are distributed via installers or the H3DToolkitWithWin repository ?

thanks for your help!

cheers

Ulrich

Posted on: 12/15 13:12
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