Hi guys !
The solution I suggested to myself, actually works !
So, if someone needs to render to a 3D image one day, one available option
is to attach slices of the target images as mentioned below.
To get those slices I used some code like (where z is the slice to render
to)
*osg::Image*
- Emmanuel Roche a écrit :
Just let me know if you need some code to have a better idea of what
I'm doing (but almost everything is written in Lua).
If you have OSG 2.9.8, there is a new possible value for the face parameter :
osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER
To render to
Hey, thanks for the info Frederic!
Actually, the atmospheric scattering effect you're pointing me at is what
I've been trying to integrate into OSG for a few days now and the reason why
I ask those questions :-) So I already know the content of the main.cpp and
copyInscatter1 program quite well.
OK, forget about this issue of non-used 3D textures guys ! This was due to a
stupid mistake:
I was assigning a sampler with a not yet rendered image!
Manu.
2010/8/6 Emmanuel Roche roche.emman...@gmail.com
Hi guys !
The solution I suggested to myself, actually works !
So, if someone needs
- Emmanuel Roche roche.emman...@gmail.com a écrit :
Hey, thanks for the info Frederic!
Actually, the atmospheric scattering effect you're pointing me at is
what I've been trying to integrate into OSG for a few days now and the
reason why I ask those questions :-)
So have a look here
Well, Fred, if this is rendered within OSG then I guess that's exactly what
I want to achieve with respect to the atmosphere :-) No chance to get any
source sample for the texture precomputation stage I guess ??? :-)
By the way, there is another major issue I would like to submit to the OSG
Hi everyone,
I'm currently trying to generate some 3D images in an OSG based app.
I've read the previous discussions on the OSG forums concerning the 3D
texture rendering, but this doesn't help in my situation. What I really need
is *3D image* rendering not *3D texture* rendering.
More
Concerning this problem, I'm wondering if I could use the following
solution:
1. Create a master 3D image, and allocate it;
2. Since attaching 2D images to a camera would not require any face
argument, I could create sub images, one per z slice of the master camera,
and use setImage with an
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