Hi,
On Tue, 2015-10-06 at 10:11 +0200, Johannes Brunen wrote:
> Hello,
>
>
>
> I'm looking for a method to setup the depth buffer and possibly the
> stencil buffer befor starting rendering a viewport.
>
>
>
> Suppose I have rendered a viewport with complex geometry into textures
> with a
On 06.10.2015 19:38, Gerrit Voß wrote:
> I have a look, currently all the file information is collected and
> temporarily stored. I would probably add a OSG_ADD_GLOBAL_EXE_SRC to
> have a distinction between libs and executables.
>
I'm fine with that :-)
Best,
Johannes
Hi,
On Wed, 2015-10-07 at 13:55 +0200, Johannes wrote:
> On 07.10.2015 09:27, Gerrit Voß wrote:
> >
> > a passive background might help. It can take a clear callback
> > where you can do the blitting. Another option in there
> > is to blit the current framebuffer into an FBO (which is not
On 07.10.2015 14:52, Gerrit Voß wrote:
>
> For your shader problem below, ...
> The easiest way around this is to use a SimpleSHLChunk instead ...
I did not know about that one :-(
I took a look into the PassiveBackground implementation and it seems
that it is quite near to what is needed here
Hi,
On Wed, 2015-10-07 at 08:41 +0200, Johannes wrote:
> On 06.10.2015 19:38, Gerrit Voß wrote:
>
> > I have a look, currently all the file information is collected and
> > temporarily stored. I would probably add a OSG_ADD_GLOBAL_EXE_SRC to
> > have a distinction between libs and executables.