Hi Robert,
I did go through the osgmotionblurr example. But I guess I need to look at the
problem from the render to texture view point. I looked at it from blur point
of view and was trying to figure out a way to selectively read and write pixels
in the GL accumulator.
Will go in detail
Hi Rakesh,
On 19 October 2017 at 17:56, Rakesh Prasad wrote:
> Hi Robert,
> The human model is comprised of independent 3DS max models of each body
> part like head, arms pelvis, thorax. The way animation is being done is by
> moving through code the position and
Hi Robert,
The human model is comprised of independent 3DS max models of each body part
like head, arms pelvis, thorax. The way animation is being done is by moving
through code the position and orientation of these body parts. The background
is fixed to RGB(80,80,80) .
Hope this clarifies.
I
Hi Rakesh,
Is the figure something you animating and rendering in 3D? Or are you
playing a video on a textured quad for the animation?
Robert.
On 19 October 2017 at 14:12, Rakesh Prasad wrote:
> Hi,
> I am trying to achieve the strobing effect with OSG for an animation
Hi,
I am trying to achieve the strobing effect with OSG for an animation that I
play on screen.
I have the animation of a moving human. I want to have all past frames
displayed along with the current frame. This will show the motion path as the
human moves on screen.
I tried to do a screen
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