Thanks Robert :). Sometimes I struggle :-))) ... Thanks again !
On Tue, Jul 2, 2019 at 12:22 PM Robert Osfield
wrote:
> Hi Nick,
>
> On Tue, 2 Jul 2019 at 10:58, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> is there any elegant way to have multipass rendering then inheritin
Hi Nick,
On Tue, 2 Jul 2019 at 10:58, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> is there any elegant way to have multipass rendering then inheriting and
> enhancing osg::Drawable? Thanks a bunch for any hint
>
Have you forgotten how the OSG works?
There are dozens of example
Hi Community,
is there any elegant way to have multipass rendering then inheriting and
enhancing osg::Drawable? Thanks a bunch for any hint
Cheers,
Nick
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trajce nikolov nick
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Hi,
I have the same problem.
Do you know where can I find any example?
I have tried to search in the osg examples, but I don't see nothing (perhaps
there is an example, but I don't recognize it)
Thank you!
Cheers,
Jon
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Bruce Wheaton wrote:
What's the preferred way to do this? I need to separate a shader into an
H and V pass. I suppose I could double the scene in the graph, but since
the first pass needs to be to a texture that wouldn't do it, would it.
So I suppose I need another camera with an FBO using the
What's the preferred way to do this? I need to separate a shader into
an H and V pass. I suppose I could double the scene in the graph, but
since the first pass needs to be to a texture that wouldn't do it,
would it.
So I suppose I need another camera with an FBO using the same scene -
re
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