On Fri, Oct 26, 2012 at 7:11 PM, Glenn Waldron <[email protected]> wrote:

>
>
> How are they stored? Per vertex? Or is it some kind of regular grid that
> does distortion correction? Is the computation something you could do in a
> vertex shader if the shader can access to the camera parameters?
>

Per vertex. UV coordinates for vertices that are not textured from a given
foto are set to a special value (-1).

The computation could be done in a shader I suppose, though I'm not
completely sure about the constraints of a shader. I'm used to general
purpose computing on GPUs in cuda and opencl and in both languages its
possible: it requires at least a loop construct and floating point
arithmetic.

On the CPU I additionally perform a visibility test for the vertex, but as
others have noted invisible vertices wouldn't get in into the vertex shader
stage.

This sounds like a clever idea, but I have to keep exporting the mesh in
mind. When exporting I think I should have the UV coordinates ready on the
CPU. Is there a way to transmit the output of the shader (i.e vertex ST
coordinates) back to the CPU?

Best,
Christoph
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