osgViewer rather than SceneView.
If you are happy using the svn/trunk version of the OSG then the new
osgShadow::ViewDependentShadowMap implementation will probably be your
best bet as it's more stable w.r.t quality than LispSM.
Robert.
On Wed, Oct 12, 2011 at 10:58 PM, Craig S. Bosma
Hi,
I'm trying to incorporate the LispSM shadow technique into my renderer (osg
2.8.2, SceneView-based) but can't get the shadows to work when added under an
RTT camera (FBO). I came across this thread
http://forum.openscenegraph.org/viewtopic.php?t=8347 that seems to describe my
problem
Hi, I'm working on a feature that requires modifying a scene graph after it's
been loaded, including those that may be loaded from the DatabasePager.
Unfortunately the process depends on any ancestor transforms that may be
present in the graph that the node may be merged into. I've looked (at
:
On 9/6/2011 12:33 PM, Craig S. Bosma wrote:
Hi, I'm working on a feature that requires modifying a scene graph after
it's been loaded, including those that may be loaded from the DatabasePager.
Unfortunately the process depends on any ancestor transforms that may be
present in the graph
J-S, Shayne,
Thanks for the help. The threaded/shared scenegraph is the approach I had in
mind, but there are still a few kinks in my understanding that I'm trying to
work out. The current serial render loop looks something like:
databasePager-signalBeginFrame(...);
Hi,
I have an OSG-based simulation that I'm considering retrofitting to decouple
the actual simulation rate from the render frame rate. It's not viewer-based. A
simplified example would be and application that listens for a network message
identifying two world positions, performs and
or just after
(depending on render order set on camera) rendering parent camera. With
that in mind you can build hierarchy that suits your purposes.
Example : camera1 - camera2
02.05.2011, 16:17, Craig S. Bosma craig.bo...@gmail.com;:
Will the same technique work with a third
, Craig S. Bosma craig.bo...@gmail.com:
Robert,
Thanks for pointing out the TraversalOrderBin, I wasn't aware of that.
However, I'm still a little unclear on how that might help for my use.
Suppose I have a scene with with a root Group node and two child Camera
Nodes, A and B. Suppose both
require a greater
knowledge of the internals of the rendering backend.
Robert.
On Fri, Apr 22, 2011 at 9:52 PM, Craig S. Bosma craig.bo...@gmail.com wrote:
Hi,
I'm working on a shader-driven graphics pipeline for an OSG-based app, and I
want to better understand how I can better control
Hi,
I'm working on a shader-driven graphics pipeline for an OSG-based app, and I
want to better understand how I can better control the rendering order. I want
to render my initial scene to several texture targets, with opaque and
transparent objects handled separately. Currently I do this
as tiles are loaded.
Alas I just haven't yet had the time undertake the work, and don't at present
have a slot for it. Feel free to dive in and add it :-)
Robert.
On Tue, Mar 2, 2010 at 4:22 PM, Craig S. Bosma craig.bo...@gmail.com wrote:
Hi,
I've been exploring VPB lately (0.9.11
11 matches
Mail list logo