hi friends:
i have 2 models to render, some part of which are overlaped . so the result
is some kind of weird. how can i resolve this probem?
do i need to split the model and align them? or set different render details
for the 2 models?
Shawl__
Thanks for answering Robert. I understand your position but I have already
taken a look to the source code. The problem is that I very new to OSG & OpenGL
programming, so it is difficult to me to understand it. Nevertheless, I can see
on line 127 of TrackballDragger.cpp, this line of code:
Cod
Hi Paul,
On 15 February 2013 04:09, Paul Martz wrote:
> Now that I give this some more thought, the concept of post-processing is
> inherently non-spatial, so it really doesn't belong in a scene graph at all.
> Repeatedly "culling" entities that we know will always be rendered is
> redundant at b
HI Michael,
With a well constrained problem like tile textures I wouldn't bother
with using the TextureAtlasBuilder, it's crude compared to what a
human can create as the human knows all the constraints up front and
has a brain that can understand the usage model and the in's and outs
of optimizin
Hi,
In my present implementation in the osgRecipes project, I create a list of
pre-render cameras internally as post processing passes, instead
of explicitly in the scene graph. So on the user level they may simply
write:
EffectCompositor* effect = new EffectCompositor;
effect->loadFromEf
Hi,
> the concept of post-processing is inherently non-spatial, so it really
> doesn't belong in a scene graph at all
=> this is why I think we should be able to execute a render pass on an
arbitrary camera : the subgraph of this camera may not have a spatial
organization, but a process-logi
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