:[EMAIL PROTECTED] On Behalf Of J.P. Delport
Sent: Tuesday, May 20, 2008 5:29 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] FBO Rendering
Hi Roman,
attached is an example I made that uses ping-pong rendering. It tries to
simulate the game of life, see e.g.
http://en.wikipedia.org/wiki
use 8600GT under vista with 174 drivers(osg svn)
Roman
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport
Sent: Tuesday, May 20, 2008 5:29 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] FBO Rendering
Hi Roman,
attached is an example I
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport
Sent: Wednesday, May 21, 2008 12:28 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] FBO Rendering
Hi,
attached is the new version of the example. I think this should work fine
example to see my framerates to choose method of rendering.
Thanx
Bye
Roman
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport
Sent: Wednesday, May 21, 2008 12:28 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] FBO Rendering
Hi,
attached
@lists.openscenegraph.org [mailto:[EMAIL PROTECTED] On
Behalf Of J.P. Delport
Sent: Wednesday, May 21, 2008 1:29 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] FBO Rendering
Hi,
please use the latest example.
The first one I sent has some problems: it makes mistakes in reading
some input
PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] FBO Rendering
Hi,
please use the latest example.
The first one I sent has some problems: it makes mistakes in reading
some input texture values because the textures are bound as input and
output. Multiple runs of the example gave multiple
Hi I try to implement cellular automata clouds on OSG and have some problem
1) I can’t use (or don’t know) ping-pong rendering technique as described here
http://www.m3xbox.com/GPU_blog/?m=200712
Because when I attach 2 textures to camera FBO in rendering loop camera render
to 2 FBO but I
Hi Roman,
On Tue, May 20, 2008 at 9:10 AM, Роман Григорьев [EMAIL PROTECTED] wrote:
Hi I try to implement cellular automata clouds on OSG and have some problem
1) I can't use (or don't know) ping-pong rendering technique as described
here http://www.m3xbox.com/GPU_blog/?m=200712
Because
Hi,
Роман Григорьев wrote:
Hi I try to implement cellular automata clouds on OSG and have some problem
1) I can’t use (or don’t know) ping-pong rendering technique as
described here http://www.m3xbox.com/GPU_blog/?m=200712
Because when I attach 2 textures to camera FBO in rendering loop
Here is my shaders. It's shaders from my current version that do not use MRT.
Source code you can take from my previous messageÎÅÉIf you want to have my
setup with FBO MRT just email me. ÎÅÉÎÅÉÎÅÉÎÅÉ-Original
Message-ÎÅÉFrom: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Sorry guys for my f**king outlook
Here is shaders and source u can take from 1-st message
Roman
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport
Sent: Tuesday, May 20, 2008 2:17 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] FBO
20, 2008 5:29 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] FBO Rendering
Hi Roman,
attached is an example I made that uses ping-pong rendering. It tries to
simulate the game of life, see e.g.
http://en.wikipedia.org/wiki/Conway's_Game_of_Life
Each iteration depends on the previous one
12 matches
Mail list logo