I'm probably missing something obvious, though.
-Paul
Sandy Patterson wrote:
> I'm trying to push the limits for throughput of points. I would
> imagine that changing the color of the points every rendering pass
> would slow things down a lot. That's why I've tried to keep everything
> hardware accelerated. That said, I havn't done any testing to see if
> it really slows things down or not.
>
> Thanks for both of your answers. Big help!
>
> Sandy
>
>
> On 4/26/07, Dorosky, Christopher G <[EMAIL PROTECTED]>
wrote:
>> Why not just turn lighting off in the stateset?
>> If you need the effect, you can adjust the color of your points
>> dynamically based off the dot product of the point vector and the
light
>> source vector. This is manual lighting.
>>
>>
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Robert
>> Osfield
>> Sent: Thursday, April 26, 2007 3:38 AM
>> To: osg users
>> Subject: Re: [osg-users] backface culling using normals
>>
>> Hi Sandy,
>>
>> Back face culling is done one faces, rather than normals so it won't
>> help you.
>>
>> Using two opposing cameras might work at illuminating the back facing
>> normals, but it'll also over illuminate the scene. To add the lights
>> use two osg::LightSource, see the osglight example. If you want the
>> lights to move with the viewer then set ReferenceFrame on the
>> LightSource nodes to ABSOLTE_RF.
>>
>> Robert.
>>
>> On 4/26/07, Sandy Patterson <[EMAIL PROTECTED]> wrote:
>> > Hi all,
>> >
>> > I'm trying to view point data, and my problem is this:
>> >
>> > Each point in the set has color, normal, and position fields.
>> > However, the normal field is a little wonky (some are backwards)
What
>> > I'd like to do is pretend that the normal is facing towards the
camera
>>
>> > (flip it if it's facing away from the camera).
>> > I see two possible solutions, and i'm not sure how to do either, any
>> > help would be greatly appreciated.
>> >
>> > sol 1) use backface culling by comparing the normal to the points
>> > location relative to the camera. I'm not sure if this is
possible. Can
>>
>> > we only do backface culling using windings? If this works, I can
>> > duplicate every point so i render both the normal and the -normal.
>> >
>> > sol 2) duplicate the light source so it's lit from in front and
>> > behind. Is there a way to add another light source into an
>> > osgProducer::Viewer instance with the opposite direction as
>> > osgProducer::Viewer::HEAD_LIGHT_SOURCE
>> >
>> > sol2 is probably superior in terms of performance because there
is no
>> > point dupliaction.
>> >
>> > Thanks a lot for your help,
>> > Sandy Patterson
>> > _______________________________________________
>> > osg-users mailing list
>> > [email protected]
>> > http://openscenegraph.net/mailman/listinfo/osg-users
>> > http://www.openscenegraph.org/
>> >
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