Hi everyone,
I want to change a scalefactor in a vertex program dynamically.
The scalefactor is changed by the user via an InputHandler.
float scaleFactor= 1.0;
ShaderInputHandler* input= new ShaderInputHandler(scaleFactor);
//add handler to view ..
geometryStateSet-addUniform(new
Hi Robert,
thanks for your help in this case and thanks for all your other replies,
you have been a great source of motivation and advice.
However, my problem has not been completely solved, yet. You were right,
with the single graphics context and window for all views, the textures
are
Ok, sorry Robert, now more specifically:
Hardware/software: WinXP, Opteron 2 GHz, 1 GB Ram, Geforce 8800 GS, OSG 2.4.
The prerender node has 5 camera nodes, a textured rectangle is attached
to each camera node. The cameras render to texture in a defined
RenderOrder. The textures of the
Hi everybody,
Ive got some problems with displaying the result of a prerender step in
different views.
The root node has two basic branches:
a prerender branch that renders and processes a live camera image, and a
main render branch, that has two subnodes. The output texture of the
Hi,
i have a scene with two cameras that render in different views (same
resolution).
Cam2 is only to render those fragments, that are seen by cam1.
Basically its a simple shadow mapping procedure:
The depth test is done in the fragment shader of cam2, if the fragment
is in the light it is
g'day,
im also working on RTT prerender stuff,
and i experienced the same FRAME_BUFFER_OBJECT-slow-down-the system as
Viggo.
Im also running a windows system.
However, my goals a slightly different from yours, but i am suffering
from low frame rates as well. I want to do image pre-processing
Hi everybody,
i played a bit around with the osgthirdpersonview..
my goal was to draw an additional line for the up vector (Vec3(0.0, 0.0,
1.0))-
hence i added the fllowing code to the example:
camera-getViewMatrixAsLookAt(*eye, *center, *up); //gives the up vector
//draws a line from
Hi,
let me summarise my thoughts about the osg-opengl-coordinate system issue:
(and please comment on that)
Thinking in local coordinate systems, every geometry has its own coordinate system,
starting in WCS (0,0,0). For each coordinate system is X east, Y north and Z up.
When you add
Hello,
i want to display a live camera stream on a texture rectangle which i
pass to a bunch of shaders.
I just want to ask if the way im doing it is the most efficient one?
The best solution would be to upload the live camera image once to the GPU
and pass the texture to the several shader..
Hello everybody,
1) im new to osg, hello ;)
2) i want to compute an average image out of several camera images.
My plan is using glsl:
draw the cam image as a texture to a screen-filling rectangle, set
orthographic projection.
render the rectangle several times, and divide the pixels by the
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