Hi,
I would like to write the output/buffer of fragment shader to texture (RTT) as
I wish (e.g. all red), however this result is depending of the model's shapes
visible in the scene. How can I proceed with this correctly?
Follow below my minimal source code and the results.
Thanks in advance!
On 02/06/18 01:22, Robert Osfield wrote:
> Hi All,
>
> I am delighted to say that today I began work on VulkanSceneGraph,
[snip]
>
> I also will be looking into what features of modern C++ can bring to
> the table to make our lives as graphics developers easier and more
> productive, C++11, 14
Hi Robert,
Thanks for taking the time to write up your post - very informative.
> For a modern scene graph I wouldn't create any Geode's at all.
Most of the OSG examples use Geodes. What is the type you would use for a
modern scene graph?
> However, as I've only seen a tiny snippet of your
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