Hi Sebastian , 

The distortion value is a function of the position, and it's for per vextex. It 
won't change over time. To be more details, the distortion function would 
calculate pixel coordinates(2d) based on vertex positions(3d). 

Now I'm really confused about this problem. I found some tutorials and sample 
code about Frame Buffer Object and rendering to texture, but there's no this 
kind of functions in these code. Since I don't have much experience in OpenGL 
and osg, I'm a little lost now.

I would be appreciate if you could give me some suggestions :)

Thanks, 
Ying



SMesserschmidt wrote:
> Hi Ying,
> 
> > Hi Sebastian ,
> > 
> > The distortion will be applied to the 3D model's vertexes. So each vertex 
> > will be changed to a different position. I wonder how could I achieve this? 
> > Should I use 3D texture, and then applying the distortion to the 
> > coordinates of the 3D texture?
> > 
> I'm aware how distortion work I rather wanted to know if the distortion 
> value is per vertex and is constant or changes over time.
> So we need to know if the distortion is a function of time, vertex 
> index, position or whatever.
> 
> Try to describe the problem more in depth so we can get an idea of what 
> you are trying to achieve.
> 
> Cheers
> Sebastian
> 
> > 
> > Thank you for the answer! :)
> > 
> > Cheers,
> > Ying
> > 
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=59951#59951
> > 
> > 
> > 
> > 
> > 
> > _______________________________________________
> > osg-users mailing list
> > 
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > 
> 
> _______________________________________________
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> 
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------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60079#60079





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