Hi, watkins,
You should try volume rendering technology here instead of "point
cloud". See osgVolume example for a good start, which provides two
methods - native texture based algorithm and use shader to do ray trace.
Watkins, Steven M CIV NSWCDD, G24 wrote:
Hi
It's a case of what you want to do at a higher level. I guess I don't
see the point of rendering to an image to display that image in OSG...
What do you use OSG for in that case? Is the viewpoint fixed? (just
curious...)
The viewpoint in the simulation is not fixed. The "point cloud" was for interactive mode with the mouse. One of the main demo functions of the simulation is to create avi's, that can directly incorporated in PowerPoint (ie. you can show bright, shiny objects to manager types during presentations). I have various view scripts that can be set up to move the view during the simulation run /movie capture. The reasoning behind raytrace rendering is that "point cloud" objects do not really fit in with other lit and/or textured objects in the scene. Since avi's are being created, horrific frame rates during the capture, are not that big of an issue. I was just looking for other techniques before I went ahead and brute forced it with glReadPixels and glDrawPixels.
Thanks
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