Hi,
> In general, am I correct in expecting setUpdateCallback to behave this way?
=> yes
In the situation you describe, the osg model is shared against multiple parent,
event if there is a specific matrix transform :
Common parent
|
|-> Matrix_1 -> Osg_Model
|
|-> Matrix_2 -> Osg_Model
|
|->
(NOTE: I posted this question directly to the forum some time ago, but my
messages sit under moderation for too long to be useful. I decided to attempt
to post via the mailing list)
We are developing an osg-based application which requires the use of various
vehicle models, which we have modele
Hey guys!
You've probably heard by now, but there is a really great up-and-coming
website/organization/movement called Coursera that I learned about last
year.
http://www.coursera.org
https://www.coursera.org/user/i/cec974e9434316ce7625ee9df772effe
There are some REALLY great math and graphi
Hi Paul,
Thanks a lot, these are very intersting informations !
Actually, I need to use custom RenderStages and not only RenderBins because I
want to render to different FBO's (for pre and post process purposes)
- Editing manually the RenderGraph sounds a little bit complicated to me
- Creating
The CullVisitor traverses the scene graph and assembles a render graph. The
structure of the render graph is composed of RenderBins, some of which might
actually be RenderStages.
The current RenderBin changes under two circumstances:
- The CullVisitor encounters a Node with a StateSet whose Re
Thanks for these informations, I'll try to do something with that.
I was thinking about a more simple approach :
- register a RenderBin prototype which is a class deriver from RenderStage
- use this renderbin for some nodes
I've already created custom RenderBin prototypes (it's pretty easy, just
Hi Aurelien,
Oh, that's an interesting idea that not intrude the scene graph but with a
special renderbin mode. I have never tried but know there is a
Camera::setRenderingCache() method that would provide RenderStage instance
corresponding with each camera node. It is used in osgUtil/CullVisitor,
Hi Wang,
Thanks for your quick answer !
I'm already doing pre and post-processing of various king : tone-mapping, DOF,
motion blur... using multiple cameras, slave or childs.
Now I'm trying to create custom renderstages, without multiple cameras, but
using a RenderBin prototype. This could be
Hi Aurelien,
The OpenSceneGraph Cookbook provides a simple Depth-of-Field example that
implements post-processing work with multiple camera ndoes (not slaves).
You may have a look at it at https://github.com/xarray/osgRecipes . FYI, It
also includes an osgeffectcompositor example that provides an
Hi,
I use differents custom RenderStages : as pre-renderstage for pre-processing
and as post-renderstage for post processing.
These processing are executed using FBO render targets.
Currently I'm doing that with slaves cameras, but :
- the "RenderStage" class is derived from the "RenderBin" cl
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