Hello Sergey,
Thanks for the hints so far. I'll check the approaches.
Hi Sebastian,
as for depth buffer - you might try ( not sure though ) two approaches
a) use depth replace shader ( replace current depth with provided depth )
b) use depth testing in shader - such that you manually compute
Hi Sebastian,
as for depth buffer - you might try ( not sure though ) two approaches
a) use depth replace shader ( replace current depth with provided depth )
b) use depth testing in shader - such that you manually compute depth
value and compare it with attached depth texture in shader see
http
Hi,
forgot so follow up - concerning osg::Camera::FRAME_BUFFER_OBJECT
for attaching depth etc to frame buffer object you might want to
check this page
http://www.opengl.org/wiki/Framebuffer_Object_Examples
Regards
Sergey
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Hi
you might use osg::Switch
see
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osggameoflife
example
( see ProcessPass::ProcessPass(osg::TextureRectangle *in_tex,
osg::TextureRectangle *out_tex, )
and then there is osgPPU http://project
I'm quite desperate on this one,
any advises how to setup the camera in the second pass, anyone?
Hello again,
In my project I need to setup a second render pass that performs the
following:
Render the scene from the original camera's view (as in the first RTT
pass).
Set the second camera t
Hello again,
In my project I need to setup a second render pass that performs the
following:
Render the scene from the original camera's view (as in the first RTT pass).
Set the second camera to be pre-render with render-order increased.
Render some volumes and apply a shader a those positions
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