Hi,
Can you give me an osg example of rendering to frame buffer object with camera
postdraw callback and glReadPixels(); ?
I want to read from FBO with PBO and double buffering, but
glReadPixels(GL_COLOR_ATTACHMENT0); returns invalid operation even when I
attach texture to camera.
Can it be
Hi,
I'm experiencing some problems to get correct intersections in following
situation :
I have a group in my scene graph which have a Viewport StateAttribute to modify
its rendering frame on screen.
All is works well for render, but intersector seems lost wih nodes below my
group.
Is there
Hi,
I've tried the following and it seems to solve my problem :
Code:
void IntersectionVisitor::apply(osg::Group group)
{
if (!enter(group)) return;
osg::Viewport* pViewport = NULL;
if (group.getStateSet() != NULL)
{
pViewport =
OcclusionQueryNode (OQN) has changed significantly since I contributed to
this effort, so I can only provide general advice.
OQN issues occlusion queries to OpenGL, and to avoid stalling the pipe,
waits until the Camera's post-draw callback to retrieve the query results.
Then it uses those
Thanks for the help Paul.
When I look at OQN, in its draw implementation it will create the
RetrieveQueryCallbacks (RQC) and ClearQueryCallbacks (CQC) if no post draw
callbacks exist already.
However, we already have custom pre and post draw callbacks. Therefore, the
required RQC and CQC don't
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