Hi,

yes view dependent ok.  imagine a vehicle, each geode is a "panel" and the 
panel has a thickness.  i plan to  set a "distance" for the "x-ray" and a 
viewing angle (about "z", assume constant elevation (about "x" or "y"), render 
a frame and see what interior geometry fraction "shows through" by counting the 
pixels as the ratio of num of colored pixels.  for the next frame, the viewing 
angle and/or "distance" will change.  Note that the "distance" only serves to 
effect the "power" (vs thickness) of the x-ray so that as the viewing pos is 
"closer" more "penetration" can occur.

i would be interested in how to set this up as a multi-render ppu arrangement.  
My geometry is in a file, but there are several other nodes i create 
programmatically to make all this work.

My problem is i'm very new with textures and shading and it's difficult to 
debug, compared to the usual development approach.

right now i don't know the best way to set up the shader / texture / pixel 
objects.  I'm ok with the osg nodes and have the transforms and callbacks ok.  
even the uniforms per geode are ok.

i'm looking at depthpeeling and several other examples from osg to find the way 
to go with the shader pixel analysis parts.

... 


Thank you!

Cheers,
Bob

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