Hi Kenzo.
I think you are misinterpreting the last argument to the textureLod,
which is an offset IIRC.
I use the following to sample the last level (which is 1 px and gives
you exactly the average):
exp(texture2DLod(LuminanceSampler, vec2(0.5,0.5), 1000.0));
cheers
Sebastian
I tried switching to getline stringstream combo and also using the ignore
statement to ignore previous content in the buffer. It still gave me the same
non blocking result though.
I received your code, I will have a look at it, thanks :)
Kind Regards
Christoffer
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Hi Michael,
On 26 September 2012 02:26, Michael W. Hall hal...@att.net wrote:
Well I have my application displaying maps. I also believe that I have
some DTED data loading. Now I would like to have the lat/long and
elevation display in the status bar. My question is how do you get the
Allright, I think I've got another, more global question: is there a way to
make OSG ignore all keypresses, all keyboard events? Just like this, so it
would not react on S, W or even Escape keypresses
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Hi all
I wonder what experiences other users made with the ghosting effect on LC
Displays and projectors.
As soon as I move in my 3D scene (viewport move or rotate), I start to have
double images or blur better known as ghosting. I run at 60 Hz vsync refresh so
I'm in perfect sync with my
Hello Daniel,
On Wed, Sep 26, 2012 at 11:58 AM, Daniel Schmid
daniel.sch...@swiss-simtec.ch wrote:
Hi all
** **
I wonder what experiences other users made with the ghosting effect on LC
Displays and projectors.
** **
As soon as I move in my 3D scene (viewport move or rotate),
Hi,
I am trying to understand what are
(1) distance of the localIntersectionPoint, (2) the reference plane in a
polytope intersector, and (3) last plane of the polytope, which are used to
sort the intersections of a Polytope intersector.
I know that a volume is created with half-planes in a
Hi Sebastian,
I've followed your advice, but I've still the issue. So it's seems I'm using a
wrong way to generate my mipmaps. Is hardware mipmap generation actually
average the values between the different mipmap levels?
Code:
logAveragedLumTexture-setUseHardwareMipMapGeneration(true);
I am using osgEarth as you suggested earlier. I will post on there forum, do
you know if they have any examples of how to do this? I have not found
anything
as of yet. I figured you should be able to do this with osgEarth.
From: Chris Hanson
Am 26.09.2012 17:27, schrieb Kenzo Lespagnol:
Hi Sebastian,
I've followed your advice, but I've still the issue. So it's seems I'm using a
wrong way to generate my mipmaps. Is hardware mipmap generation actually
average the values between the different mipmap levels?
More or less. I don't
Michael,
Look for the MouseCoordsTool in osgEarth::Util.
Glenn Waldron / @glennwaldron
On Wed, Sep 26, 2012 at 11:36 AM, Michael Hall hal...@att.net wrote:
I am using osgEarth as you suggested earlier. I will post on there forum,
do you know if they have any examples of how to do this? I
Hi Guillaume
I can confirm NPOT textures work in GLES2.
Did you try setting the wrap mode to CLAMP_TO_EDGE
Tom
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I figured it out, I think it was due to my linearization of the z-buffer
values.
This is the right way to compute it, and it works for me:
Code:
float z, z_b, z_n=0;
for(int j=winH-1; j=0; j--)
{
for(int k=0; kwinW; k++)
{
Hi Aurelien,
I'm also using FBO and mipmaps and I would like to know if you're solved your
problem. I'm assuming FBO doesn't generate mipmap automatically as described is
this document http://www.songho.ca/opengl/gl_fbo.html.
So I created a drawcallback to my render-to-texture geometry and
Thank you Sebastian for your support. I appreciate it.
More or less. I don't know the exact wording from the specification, but
the mipmapping should actually do a bilinear interpolation for 4
neighbouring texels per mip level. I've found many examples that used
the last LOD for average
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