Anaheim this year, eh? Wow, that brings back memories. First SIGGRAPH I
attended was Anaheim, 1987, back when 1m lines/sec was a big deal...
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Somehow this looks strange and overcomplicated.
I'm even unsure if this is supposed to work at all.
In order to do the RTT thingy you should setup two cameras which render
to the texture and the viewer should simply render a fullscreen quad
with this texture.
i.e.
ViewerCam
|
|-Cam1 (R
I have a setup very similar to osgRTTDemo. In order for my CUDA kernel to do
any work, I must first gather some basic statistics about the floating point
values in the FBO. I need, min, max, mean, stddev, and eventually a histogram.
These are all parallel reduction problems and the standard C
Hi,
here is my setup:
Code:
// Get the scene camera (cam1)
osg::ref_ptr camera = view->getCamera();
// get the wallpaper camera (cam2)
osg::ref_ptr localWallpaperCamera = wallpaperCamera.get();
osg::ref_ptr image = new osg::Image;
osg::ref_ptr fbImage = new osg::Image;
fbImage->allocateImage(w
Hi John,
If I read you correctly, you've booked the OSG BOF session for this year's
Siggraph. If so then may I thank you :-)
We'll have to come up with some fun Dinsey related demos :-)
Robert.
On 5 April 2013 00:43, John Richardson wrote:
> Problem: OSGDisneyland library does not exist.**
Hi,
have you tried to set the render order explicitly on the cameras?
Do you get a valid result if you are rendering cam2 only?
Do they really bind the same texture?
Hi Sebastian,
thanks for the really quick reply.
cam1 is renderung a textured quad as static wallpaper and it's renderOrder is
Hi Sebastian,
thanks for the really quick reply.
cam1 is renderung a textured quad as static wallpaper and it's renderOrder is
set to PRE_RENDER.
cam 2 is rendering a normal scene (i.e. the cow) an its clear mask is set to
just GL_DEPTH_BUFFER_BIT.
This way cam2 doesn't destroy the background r
Hello Werner,
You are not providing enough info to give you an exact answer,
but I guess you are trying to blend the result of two camera passes into
one FBO.
Simply set up two pre-render cams and enable blending for the second
one, that should do the trick.
Unfortunately you didn't really ex
Hi,
I'm now experimenting for a very long while and I can't get things working.
I have one camera doing a statick wallpaper background and the main scene
camera.
When assigning camera 1 to do PRE_Render mode and setting the clear mask to
just deph clearing everything looks fine on the screen.
N
Hi Sergey,
I found the ive format to perform the best with combination of using S3TC
textures. Try using this:
osgconv --compressed-dxt5 master.flt master.ive ... You will see big
difference in loading and rendering time
Cheers,
Nick
On Fri, Apr 5, 2013 at 10:44 AM, Sebastian Messerschmidt
Hello Sergey,
Can you elaborate what you mean by fixed to flt? Does this mean that you
need OpenFlight as target format?
I found OpenFlight terribly slow to load and rolled my own converter to
make it paged, optimized etc., but you'll need to stick to osgb for
this, as the flt-format simply do
2 robertosfield.
No, release build.
robertosfield wrote:
>
> HI Sergey,
>
> Are you doing your tests with a debug build?
>
> Robert.
>
>
2 ledocc (David Callu)
Thanks, will try but i am kinda fixed with OpenFlight.
>
> Hi Sergey
>
> I'm not familiarized with OpenFlight loader,
>
>
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