Hi guys, I'm not sure if this is a bug or I'm not understanding
something. The first time I attach images to a camera, the
runCameraSetUp function will be called in RenderStage which sets up the
fbo to harvest the data.
I do the following:
texCam->attach(osg::Camera::COLOR_BUFFER, mReferen
Hey guys, I'm also looking into using imposters but not for LOD. I
would like to be able to generate a few billboards of a character at
start up and then re-use those with a preprocess tool. I'm not going
for something great looking, just something really fast due to the huge
amounts of data I'm
_____
From: Guerrero, Michael (CIV)
Sent: Tuesday, April 01, 2008 2:23 PM
To: OpenSceneGraph Users
Subject: [osg-users] Getting the Image from a Texture2D used as a render
target
Hi, I'm trying to retrieve texture data that I have rendered from video
memory back to main memory. I was init
Hi, I'm trying to retrieve texture data that I have rendered from video
memory back to main memory. I was initially hoping I could set up a
render target as usual and then just call GetImage on the Texture2D but
that doesn't work. Is there any easy way to do this?
Thanks,
Michael Guerrero
_
what your after. Sorry if I've
mispellt
the methods.
- Original Message -----
From: "Guerrero, Michael (CIV)" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users"
Sent: Friday, January 25, 2008 2:12 PM
Subject: Re: [osg-users] PagedLOD node page callback
> Hi guys,
&
istry..
> >
> > To catch unloads you have two routes, add an custom osg::Observer to
> > PagedLOD objects to get informed when they get deleted or to create
> > your own DatabasePager subclass.
> >
> > Robert.
> >
> > On Jan 23, 2008 10:47 PM, Guerrero, Mich
Hi, I'm searching for a convenient way to be alerted when a PagedLOD
node gets either paged in or out. Is there a preferred method of doing
this?
Thanks,
Michael
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Thanks for your reply David.
My results seem unaffected by whether I use an ivec4 or the float
version of vec4. I used ivec4 because the author of renderwriterhdr.cpp
left commented shader code for the conversion from RGBE to float with
the ivec4. Check out readerwriterhdr.cpp line 80 to see
I've been trying to get a HDR skybox in my scene and ran across the
following:
- With the option "RGB8" ( osgDB::ReaderWriter::Options( "RGB8" )
)
o The image is converted to LDR before being stored in a texture.
Doesn't that defy the whole point of being HDR to begin with?
-
Hi, I'm a developer with Delta3D which uses OSG and I've recently
converted a scene to use shadowmaps. I've managed to get decent results
on the level using a 2048x2048 shadow map but any smaller object within
the level such as a character produces shadows of unacceptable quality.
Please see the f
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