Hi Jean,
one way to do so, is to pass the output of osgPPU graph to a texture and then
use that texture in order to draw the background for your scene. So, at the end
of your Unit Graph you don't use UnitOut but UnitInOut and use it's output
texture for your purpose.
If you want to have some kind of HUD, then you might need to experiment with
Processor's bin number. Since this was set in the way, that output of the units
is always rendered on top of anything. You might also add to the stateset of
your geometry some higher number then this of the processor (100).
cheers,
art
Skylark wrote:
Hi all,
I hope there are some people using osgPPU who can answer my question.
I'm having trouble doing something that I think should be simple, so if
someone has any ideas I'd appreciate it.
What I need is to draw a mesh (which is a blending mesh, and whose
vertices are in eye space) over the result of an osgPPU pipeline before
outputting it to the framebuffer. My osgPPU unit is almost 100% like the
HDR example's pipeline, without the text and background PPUs which I
don't need.
What I tried is to add a transform (ABSOLUTE_RF) containing the mesh
under the final unit in the pipeline. The result is that the mesh is not
rendered.
I also tried adding the mesh (drawable only) under the final unit's
geode. For this I had to create an overridden class so that the unit's
init() method would not remove the drawable from the geode, and still it
wasn't rendered in the result.
Is there already a tool in osgPPU that would allow me to do this easily?
Or should I use a UnitCamera with my mesh under it?
Thanks in advance,
J-S
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Jean-Sébastien Guay
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http://whitestar02.dyndns-web.com/
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