Harash, now I understand what you were talking about. I am attempting to use
the hdr example from osgPPU to perform the following procedure you outlined.
However, I am having difficulty in breaking out the blur section of the hdr
example provided with osgPPU.
Could you possibly tell me what
Hi,
does anyone know where the examples are for using osgPPU? I can not find any on
his sight. And documentation, too, that is more than the class layout offered
on the sight. I need deeper explanations than just class/method blurbs.
Thank you!
Cheers,
Allen
--
Read this
Hi,
Thx! I found them.
Cheers,
Allen
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26103#26103
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Guy and Julia
I still can not get this code snippet to work.
Would you please tell me what I might be missing? I've provided my sample code
and have commented out the code snippet below because I could never see any
changes.
Guy wrote:
Julia,
I never tried it but you should enable
Hi,
Morphological Antialiasing (MLAA) is a Post Processing technique. you could
try with osgPPU.
ie can this methodology be performed in milliseconds? :
Like other Post Processing technique, it's depend of your shader complexity
and your output resolution.
An example :
Guy, I have tried this code snippet, too, and I am not getting any results.
None. No changes in the look of my model or a constructed pyramid. Could you
perhaps tell me what I am missing?
I have attached my blend app, which is a direct copy of the blendequation app
from the OSG website. I
Thank you Yann.
Does anyone know how to install osgPPU on windows? I'm close but I am getting
errors that gl.h can not be found, yet I've installed OSG by following the osg
installation method given for windows xp.
I had to install cudatoolkit from nVida - I'm running on an nVidia card:
||
Regards
Harash
--
*From:* Allen Saucier allen.sauc...@itt.com
*To:* osg-users@lists.openscenegraph.org
*Sent:* Tue, March 16, 2010 8:27:51 PM
*Subject:* Re: [osg-users] bluring model edges
Hi
Hi Harash. Well, I truly do not know what you're talking about but I kinda
understand in principle. Would your methodology work in a real time simulation
- ie can this methodology be performed in milliseconds?
2nd question: where would I start?
I've no idea how to render a scene to a texture
Yann, can this be perfomed in OSG?
yann le paih wrote:
Hi,
Morphological Antialiasing maybe an other solution :
http://visual-computing.intel-research.net/publications/publications.htm
(http://visual-computing.intel-research.net/publications/publications.htm)
...@itt.com
To: osg-users@lists.openscenegraph.org
Sent: Wed, March 17, 2010 8:46:50 PM
Subject: Re: [osg-users] bluring model edges
Hi Harash. Well, I truly do not know what you're talking about but I kinda
understand in principle. Would your methodology work in a real time simulation
- ie can
Hi,
I am in need of this type of feature, too. I need to be able to take a model
fuzz it's edges, though I must admit that I don't fully understand the code
given, I'll try this.
Thanks Guy for the ideas.
Cheers,
Allen
--
Read this topic online here:
@lists.openscenegraph.org
Sent: Tue, March 16, 2010 8:27:51 PM
Subject: Re: [osg-users] bluring model edges
Hi,
I am in need of this type of feature, too. I need to be able to take a model
fuzz it's edges, though I must admit that I don't fully understand the code
given, I'll try this.
Thanks Guy
oh really so it is meant to just effect the edges? That is great to know that
this functionality is supported.
I wonder why it causes the skeleton of the model to show through (see attached
screenshot for what Im talking about)
I am not very familiar with the OpenGL state settings - do you
Hi Julia,
If you use pure OpenGL to render the model, with the polygon smooth
state enabled, does it have the same effect?
Guy.
--
oh really so it is meant to just effect the edges? That is great to know
that this functionality is supported.
I wonder why it causes the skeleton of the
hi Guy,
I tried this code and didn't notice any blurring, although for some reason the
skeleton in my models became exposed (the same effect as the osgscribe
example).
If I understand right this example is meant to blur the entire model - is that
right? Because I just want to blur the model
Well,
It should have given fractional alpha values only on the object
edges...
It would be interesting if you could check your object using a pure
OpenGL code. Maybe it's a card issue, maybe there are other modes that
interfere...
Sorry it didn't help,
Guy.
--
hi Guy,
I tried this
Hi,
Is it possible to blur the edges of a model in OSG with whatever is behind?
Currently the edges of the models in my scene are too sharp and would look
better if there was a translucent overlap at the edges.
Is this possible to achieve in OSG, or is this kind of functionality more
relevant
Julia,
I never tried it but you should enable GL_POLYGON_SMOOTH, and enable
alpha blending for the object you want to 'blur'.
For example:
osg::StateSet * stateset = geode-getOrCreateStateSet();
stateset-setMode(GL_POLYGON_SMOOTH, osg::StateAttribute::ON);
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