I have a number of scenes with a large number of old fashioned light maps.
These light maps are basically textures that are set with blending and I have
a number of issues with these.
I have 100's of these lights in the scene, but only a few a handful should be
active in a scene at a time.
I don't think it's possible:
Shadowmapping need occlusion information that you cannot have without a prepass
https://gamedev.stackexchange.com/questions/25436/shadows-in-deferred-rendering
wernerM wrote:
> Hi all,
>
> today I come over with an idea about avoiding an additional render pass
> for
Hi Raymond
It's not a revolution:)
There's no changes in API so all is expect to run as usual.
so fbx models should work...
And no it's not directly related to MDI: I decided to rewrite it because of a
bug I encountered during the dev of a rigeometry simplification tool..
Cheers
reedev wrote:
>
Robert, Sebastian,
I am afraid your analysis of the problem seems relevant.
I won't have access to my laptop for a few hours, though I will try to work on
a simplified example hopefully by tomorrow and update my version of OSG.
@Robert: I won't edit posts from then on.
Thanks a lot,
Antoine.
Hi Raymond,
If you're okay with having a regular mesh after your editing operation
you can either use a vertex-texture that you modify or you can adapt a
osgTerrain::GeometryTechnique to generate modified geometry patches.
I've done this once for a game that used SimCity-style terrain
And it is actually am SIGBUS error...
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Hi Antoine,
On 6 September 2017 at 11:04, Antoine Rennuit
wrote:
> From the call stack it looks like an OSG problem, no?
>
There isn't anything to indicate that it's an OSG specific problem, it's
crashing in an internal memcpy implementation, the OSG's
Robert,
>From the call stack it looks like an OSG problem, no?
Anyways, I have updated my initial post with more info on the config tested, to
give all readers more clues, and hopefully nail this bug down.
Regards,
Antoine.
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Robert,
>From the call stack it looks like an OSG problem, no?
Anyways, I have updated my initial post with more info on the config tested, to
give all readers more clues, and hopefully nail this bug down.
Regards,
Antoine.
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Hi Antoine,
There isn't much we can pinpoint from the information provided. It could
be a driver bug, it could be a straight out of memory issue.
What OSG version are you using? What OS/hardware/drivers/build tools are
you using?
Have you tried other OS/hadwardware/driver combinations?
Hi all,
today I come over with an idea about avoiding an additional render pass
for creating shadows.
I highly appreciate any comments and maybe hints before I start with a
trial implementation.
I use deferred shading and my scene gets rendered in a prerender pass in
order to get
i.e. a
Dear OSG forum,
I am currently switching from using display lists to using VBOs.
I display 2 different meshes with it:
one is a usual mesh with ~1000 triangles
the other one is very dense ~10M vertices (from a room scan)
The usual mesh displays fine with the VBOs, but when
Sebastien, TianZJ,
Thanks a lot for your relevant answers!
Antoine
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Hi Raymond,
There a number of ways of mixing polygonal data with height fields, the
best way will depend upon the requirements/constraints of your
application.
If you need exactly intersections then converting the height fields into a
polygon mesh and then inserting the vertices and edges from
Hi Antoine,
Hello all
I have a mesh (a osg::Geometry) which I would like to change color depending on
the mode it s in:
osg::Geometry all white by default
osg::Geometry all blue when selected
In order to achieve this I thought of using the BIND_OVERALL mode with 2
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