http://www.blendernation.com/2006/06/12/blender-and-the-open-source-combat-simulator-project/
Check out the answer for the second question in the interview. It might be
what your after. Seems like they did it by converting from osg to .ac and
then importing to blender via a plugin.
/Andreas
but when this is done i can make it public if
anyone is interested.
I have not tried to implement IƱigo's SSAO-method
in OSG but im confident
that it should be fairly easy to do and it would
be significantly faster
than my method.
/Andreas Lindmark
2008/2/25, Adrian Egli
It is often better to draw the skybox last.
1. Opaque objects
2. Skybox
3. Transparent objects
ATI has published a paper called Depth in Depth, written by Emil Person aka
Humus. In the paper (under paragraph: Draw the skybox last and the gun
first) he explains why this order is preferable
Tom Forsythe has an entry on his blog about the cost of state changes that
I've found to be very helpful.
http://home.comcast.net/~tom_forsyth/blog.wiki.html
/Andreas
2008/12/9 Paul Melis [EMAIL PROTECTED]
Tomlinson, Gordon wrote:
Hi Vincent
Of the top of my head I would assume it an
on the drawables, but im not sure that this is the best or even a good way
of doing it. Is it better to do a a separate traversal by implementing a
NodeVisitor?
/Andreas Lindmark
2008/10/13 Daniel Rowe [EMAIL PROTECTED]
Hi everyone,
This is my first post to osg-users, and I'd like to thank everyone
::getInitialInverseMatrix)?
/Andreas Lindmark
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2008/10/29 Peter Hrenka [EMAIL PROTECTED]
Hi Andreas,
Andreas Lindmark schrieb:
Hi,
I have a situation where I have Geodes with multiple parents. This means
that the Drawables in the scenegraph might be rendered multiple times with
different transforms depending on the node path
This line:
vec2 displacementNDC = currentPosClip.xy/currentPosClip.w -
previousPosClip.xy/previousPosClip.w;
should be
displacementNDC = currentPosClip.xy/currentPosClip.w -
previousPosClip.xy/previousPosClip.w;
Otherwise you will be declaring a new variable with the name displacementNDC
the main
The camera has to be somewhere in the scenegraph under the root.
Something like this:
Root
/\
RTTCamera Node1
\/
World
Set the uniforms that you currently set at the Root in Node1 instead and
they will not be used when rendering with the
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