Hi Jan,
... with more slave cameras it simply do not work ...
Bugs happen (so I am not going to exclude them). But in my experience its
very easy to burn whole GPU memory with too many FBOs. For example: 4k x
4k, 4 sample RGBA (4bytes) + DEPTH(4bytes) FBO takes 512 MBs. With double
buffered
Hi,
we have also problems with multisampled FBO. The problem is that in the simple
example code all works fine but in complex scenes with more slave cameras it
simply do not work (we have more slave cameras for OIT). I hope also for some
hint where could be the problem.
Thank for any idea.
Could it be that global graphics driver settings might override your
application choice for multisampling?
On Windows, sometimes you may have to set the graphics driver OpenGL
quality or antialiasing settings to "Application controlled" - details are
possibly depending very much on your
Well...If you don't need too big resolution, you may try to simply
oversample. Set PBUFFER at 2x or 4x of your desired res. Render and then
downsample to your image res. Multisampling does not differ much from it
(it just more effective with lower number of samples and its randomized
sample
Wojtek wrote:
> Hi Krzysztof,
>
> Not sure about PBO but FBO support in OSG works with multisampling.
> See
>
>
>
> Camera::attach(
> BufferComponent buffer,
> osg::Texture* texture,
> unsigned int level,
> unsigned int face,
> bool mipMapGeneration, unsigned int
Rambabu wrote:
> Hi,
> Use osg::DisplaySettings::instance()->setNumMultiSamples(4); in the first
> line of main function then you will get antialised one.
> ...
>
> Thank you!
>
> Cheers,
> Rambabu
Thank you for your fast reply.
Unfortunately this didn't work.
--
Read this
Hi,
Use osg::DisplaySettings::instance()->setNumMultiSamples(4); in the first line
of main function then you will get antialised one.
...
Thank you!
Cheers,
Rambabu
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69646#69646
Kris wrote:
> Hello everyone,
>
> I'm working on a company project that displays navigation maps for ships with
> OpenSceneGraph.
> The product we develop is a library that generates map images, so a customer
> (developer)
> can use our library to develop its own navigation system.
>
> This
Hi Krzysztof,
Not sure about PBO but FBO support in OSG works with multisampling.
See
Camera::attach(
BufferComponent buffer,
osg::Texture* texture,
unsigned int level,
unsigned int face,
bool mipMapGeneration,
unsigned int multisampleSamples,
unsigned int multisampleColorSamples)
Hello everyone,
I'm working on a company project that displays navigation maps for ships with
OpenSceneGraph.
The product we develop is a library that generates map images, so a customer
(developer)
can use our library to develop its own navigation system.
This requires to generate a offscreen
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