Hi,
On 18/01/2012 20:24, wang shuiying wrote:
Hi, J.P.
the camera isn't rendering to a texture.
Yes it is. It is just made for you automatically. FBO renders to a
texture and the image is read from this texture when you attach it to
the camera.
I suggest attaching a texture (to the same buf
Hi Cedric,
I found on https://github.com/cedricpinson/osgexport/pull/4
a new commit.
Is the animation included now and working ?
Maia
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44901#44901
___
Change my question. I followed the osgvolume example. I made a bit different
to use setImage function.
osg::ref_ptr tile = new
osgVolume::VolumeTile;
osgVolume->addChild(tile.get());
osg::ref_ptr osgImage = new osg::Image;
osg::
Hi Clement,
I really don't know what is going on at your end, what you are
expecting, what you've coded, there is no way I can provide any
answers.
Robert.
On 18 January 2012 17:31, wrote:
> HI Robert,
>
> I replaced the program from coin to osg and I don't know why osg display
> the imag
Hi, J.P.
the camera isn't rendering to a texture. In my programme, camera is set
to be prerender, render target is FRAME_BUFFER_OBJECT, I attach the
camera to an image, in order to get the bufferdata via image. the image
data type is allocated as GL_FLOAT.
Related setup details are listed
HI Robert,
I replaced the program from coin to osg and I don't know why osg display
the image from the same volume data is different from coin. I think the
problem is on texture format since I changed to use different parameter of
texture format such as GL_RGBA, GL_RGB16F_ARB, GL_RGBA8.
Hi Clement,
I can't work out specifically what you are expecting to happen. What
coin does is something I have no experience with so can't comment on
how you might try to obtain a similar image.
Robert.
On 18 January 2012 15:14, wrote:
> Hi Robert,
>
> Thanks for your reply. I found the pr
tryFrag_Color = vec4(abs(dist2/100.0),0,0,1) instead of
Frag_Color = vec4(abs(dist2/100),0,0,1);
Hello, Sebastian
There is also another strange problem . When
Vertex shader is as follows:
varying out vec3 pos;
varying out float dist2;
void m
Hello, Sebastian
There is also another strange problem . When
Vertex shader is as follows:
varying out vec3 pos;
varying out float dist2;
void main()
{
vec3 pos1 = (gl_ModelViewMatrix * (gl_Vertex -
vec4(0.0,0.0,0.0,0.0))).xyz;
Hello Sebastian,
You are right. I have other errors in the shader when such warnings
happened. After I correct them, it works normal!
Thank you very much for the explanation!
Shuiying
On 01/18/2012 08:04 AM, Sebastian Messerschmidt wrote:
Hello shuiying,
either your card doesn't support gl
Hello, Sebastian
Thank you for your reply!
In my programme, camera is set to be prerender, render target is
FRAME_BUFFER_OBJECT, I attach the camera to an image, in order to get
the bufferdata via image.
(1) the fragment shader is as following:
out vec4 Frag_Color;
void main()
{
F
Hi Clement,
On 18 January 2012 04:21, wrote:
> The example is not quite suitable on my case because my application is
> running on MFC window, but I still got some idea from the example to locate
> the axes on corner.
It doesn't matter whether you are using MFC or the OSG's native
windows, o
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