Hi folks,
I need to render a subgraph multiple times per frame. So, not the way how
osg::Sequence work, where it renders a subgraph for specified amount of frames,
but I want to render the same subgraph several times during one frame.
The graph will look for example like this one:
root
|
Hi guys,
thanks for the tipps. I also was thinking about overriding the traverse method
as JS said. So in deed this is what I need. A simpler thing would be also,
what Robert proposed, just to write own traverser.
However, in my case I will also have a circular dependency in the graph. So
Hi folks,
J.P: thanks, but it seems that this is a little bit different problem.
Hmm, it seems that state sorting prevents me of repeated rendering of several
things at the same time. For example: two nodes are being gathered by the
CullVisitor and placed into the stategraph for rendering.
I am using svn/trunk.
Ok, I found it, it calls TraversalOrderBin, not SceneGraphOrderRenderBin,
hence was not able to see it quickly.
Perfect, setting up the sort mode of the renderbin to TRAVERSAL_ORDER helps
to solve my problem. Very usefull thing, thanks!
art
robertosfield wrote:
Hi
Hi folks,
current svn/trunk version has this nice option for rendering the nodes in the
same order as they are traversed by a nodevisitor. This is very nice feature,
which makes my life almost simpler.
However, currently any node visitor is going in depth-first-search (DFS)
manner. Does
Hi Paul,
yes, thanks, it seems this is the way to go.
cheers,
art
Paul Martz wrote:
Hi Art --
Art Tevs wrote:
However, currently any node visitor is going in depth-first-search (DFS)
manner. Does anybody has already tried to implement breadth-first-search
(BFS) in osg
Hi Paul,
ok, I think I have to reject my previous post and will have to say that BFS
with osg is not that easy as it sounds first.
The problem is, that whenever I do iterate over the child list and let accept()
a child the node visitor, I will end up in DFS. Because accept() means to call
Hi Paul,
I am not that familar with customizing RenderStage, but it seems it would be
the way to go. However, I am not sure if using own RenderStages is that easy in
osg.
I solved my problem in a different way. So, this is how I do with osgPPU in a
new module called UnitBypassRepeat:
- use
Hi J.P.
No, before the execution the number of iteration is not known. However the
iteration number is known just right before rendering the subgraph. So in
programming language paradigm it is the same as for-loop with known number of
iterations.
In the future one can think on iterating until
Hi J.P., Paul
yes, exactly like Paul said, I know the number of iterations at cull time.
Chaning the number of iterations at rendering time would be either to write a
special RenderStage, as Paul propose, or to write a draw callback which will
iterate the whole execution. However, this seems to
Hi Hui,
have you tried to place an osg::Switch above osgPPU::Processor and use that
switch to disable processor?
Another way would be to set node mask for osgPPU::Processor to 0x0, this should
disable it.
Try this, and let us know if it helps ;)
cheers,
art
Hui wrote:
Hi,
I am using
Hi,
Hui wrote:
I try add a switch as _group and add processor inside. then
_gropu-setAllChildrenOff(); but then the rendering screen become black. But
it I call _group-setAllChildOn(); then rendering screen back to normal.
I tried it also here, and everything works fine. I can switch
Hi J.P.,
thanks. Changes merged and submitted to svn. I've changed also FOUND_CUDART to
search also in lib64 path. You can check if it works for you.
cheers,
art
J.P. Delport wrote:
Hi Art,
for osgPPU to find OSG on Debian 64-bit I had to add /usr/local/lib64 to
FindOSG.cmake
Hi J.P.,
yes, I was afraid, that this won't help. I've changed now to look for lib64
before lib. I assume that on 64bit systems lib64 does not exists, and hence
cmake will not find 64bit version. On 64bit system it can exists and hence will
find that one first.
I wonder how to change cmake
Hi folks,
In couple of last days I made huge differences to the code of osgPPU. I would
like to ask you to test current svn before I am going for an official release
(this will be as soon as there is new stable OSG version 2.10 released).
Current code is built against osg v2.9.6.
I've added
.
It works exactly like Art Tevs says, visit the node and then add its
children to a queue. I suppose Art will have already his code
complete, but i post it for other interested readers (or just Art
could have another solution). Just a half hour of coding (ughhh), so
take it as it is: no more than
Hi Chris,
a similar discussion was already started by me longer time ago. Check this
thread:
http://forum.openscenegraph.org/viewtopic.php?p=5006highlight=#5006
So the thing is, that in order to move from the way how its currently managed,
it requires a lot of power and time. And it seems that
Hi Harash,
yes, this errors are because of not matched osg version. So in order to run it,
you need to get current osg from svn.
Thank you for your help,
Art
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18681#18681
Hi Wyatt,
The main idea of osgPPU is to use input textures to process them. This can be
used for rendering as also for GPGPU.
Take a look into HDR and Video examples. In the first one the input color
buffer of the camera is used to apply HDR tone mapping and glow effect and then
render it
include file: 'osg/Config': No such file or directory
Maybe I didn't set the parameters in the CMake config process correctly.
Wyatt
On Fri, Oct 30, 2009 at 4:59 AM, Art Tevs wrote:
Hi Wyatt,
The main idea of osgPPU is to use input textures to process them. This can
be used
Hi,
WyattEarp wrote:
I am using OSG 2.8.0 and the osgPPU from SVN. Is that a problem?
yes, it will be a problem. osgPPU from SVN needs some functionality of the very
current osg. So, for you (osg v2.8.0) you better download osgPPU from the
download section on the project webpage
Hi Wyat,
WyattEarp wrote:
What is the
cudakernel project that Cmake generated? Note of the files will open
in VS.
This is the cuda example project. I have not checked if cmake does also
generate valid VS files for cuda module in the example.
Also, when I try to run the video
that the
QUICKTIME_LIBRARY and QUICKTIME_INCLUDE_DIR are NOTFOUND. I assume
this is the reason the qt plugin isn't being built. Is that the case?
W
On Mon, Nov 2, 2009 at 8:28 AM, Art Tevs wrote:
Hi Wyat,
WyattEarp wrote:
What is the
cudakernel project that Cmake generated? Note
Hi Harash,
First take a look into documentation of osgPPU. osgPPU is very well documented,
look here (http://projects.tevs.eu/osgppu and
http://www.tevs.eu/doc/osgPPU/namespaceosgPPU.html)
If this does not help you, then take a look into examples. Every example has
tons of comments to help new
Sorry for spamming, but I've changed some settings on the forum and the
corresponding mail server. So here is just a test message, to see if everything
is all right.
Please ignore that message and following in this thread :)
regards
Art
--
Read this topic online here:
Hmm, either my mail server is broken or mailling list didn't recieved messages
from the forum :(
I've changed settings back, so this message has to go through!
art wrote:
Sorry for spamming, but I've changed some settings on the forum and the
corresponding mail server. So here is just a
Ok, I spoke with Robert, it seems mailing list is currently down. So nothing
strange with the forum. I hope the list goes online back soon :)
regards
art
art wrote:
Hmm, either my mail server is broken or mailling list didn't recieved
messages from the forum :(
I've changed settings back,
Hi,
ok, I tried to post some images and was stopped by the mailing list, because to
big :) There is a limitation of 300KB on the mailing list side. On the forum
side, I see the problem. The thumbnail of the attachment is the downsized
version with strange colors. I'll check this. However, if
Hi folks,
OK, it seems, I've corrected the issue. Since mailing list has a quota of
300KB, I changed the forum settings in the way, so that any attachment sent
with a message from the forum will not be attached to the mail, but a link will
be used instead. So that this attachments can then be
perfectly.
Cheers!
Kim.
2009/11/23 Art Tevs :
Hi folks,
OK, it seems, I've corrected the issue. Since mailing list has a quota of
300KB, I changed the forum settings in the way, so that any attachment sent
with a message from the forum will not be attached to the mail, but a link
Hi J.P.
thank you for pointing this out. I made the changes and updated svn repository.
cheers,
art
J.P. Delport wrote:
Hi Art,
with OSG svn and osgPPU svn I get:
In file included from /home/jpd/dev/OSG/osgPPU/src/osgPPU/Unit.cpp:17:
/home/jpd/dev/OSG/osgPPU/include/osgPPU/Unit.h: In
Hi J.P.
J.P. Delport wrote:
Do you want TextureRectangle support in osgPPU?
Yes, of course. However I thought that rectangular textures might not be used
in future anymore, because the support of non-power-of-two (npt) textures can
actually replace the rectangular textures. The main
Hi Harash, J.P.
J.P. Delport wrote:
I'm not sure your shader is doing a proper mean. For the GPU to do
mean/sum you need to do what is called a reduction. Search for reduction
on www.gpgpu.org. This is different from doing per pixel operations like
changing luminance e.g.
The posted
Hello forum users,
I've added OpenID support in order to login to the forum. For those who don't
know what OpenID means, you can find more information on the Wikipedia page
(http://en.wikipedia.org/wiki/OpenID)
You can setup the OpenID URL in your profile settings on the forum's webpage.
Have
Hi J.P.
J.P. Delport wrote:
I like the multiple coord idea. It seems that the only place where the
textured quad is created is in createTexturedQuadDrawable and that is
only called from init() in the various units. Do you propose I add the
extra tex coordinates in this function? Is it
Hi Harash,
Are you really using floatToRGB or it is not in use anywhere? This will never
give you exact results because this will have quantization errors if you use
normalized textures (so just GL_RGB). Try to use float textures directly. In
your case GL_RGB32F_ARB (for three channels: min,
. However try this, maybe I am wrong.
cheers,
art
J.P. Delport wrote:
Hi Art,
attached find my latest attempt. I'll continue with rect support in
other units/plugin/etc after you give go-ahead.
rgds
jp
J.P. Delport wrote:
Hi Art,
Art Tevs wrote:
Yes, it is the only one
Hi J.P.,
I've looked over your changes and they seems correct to me. I've also tested
the examples and everything works fine. So I think at least for non-rect
textures there is everything ok. If you tested it for rect textures and it
works, then perfect.
I've submitted your changes, so you can
Hi J.P. , Robert,
as far as I remember PBO is indeed slower for formats not natively supported by
the VRAM. On nVidia GPU's it seems that the PBO transfer of GL_BGRA is imho the
fastest one. Yes, it is even faster than GL_RGBA.
I think that has something todo with alignment of the data in the
and transfer as BGRA? I'm getting +-1GB/s for
readpixels and luminance, so maybe I should stop trying to get it faster.
I'm curious what speeds other people are getting. NVidia claims that
with certain HW (NVidia M/B) one can get up to 3GB/s with pinned memory.
jp
Art Tevs wrote:
Hi
Hi Sebastian,
try to change the line:
m_camera-setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT);
into:
m_camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
I have never tried osgPPU together with pbuffers. Usualy it shouldn't be any
problem, because osgPPU just
Hi Sebastian,
of course I can not know what the host application is doing. You can run the
application with OSG_NOTIFY_LEVEL=debug. The osgPPU units will then print
information about their execution on the console. So if you do not see there
anything, then it might be that they are disable for
Hi Sebastian,
seb wrote:
I did what you suggest, and I have a black screen, like there was no root. I
have one question about your graph, did you mean that the main camera node
has 2 children : the osgPPU processor and the custom FBO camera with your
graph ?
Have you tried just to
Hello,
seb wrote:
With the graph you propose, I have the back screen, I have checked and the
scene graph is correct, I didn't forget to attach any nodes, so I do not
understand.
Try this first in your own application before going to the unknown thing.
By modifying directly the
Hi Paul,
thank you, I have patched the CMake file accordingly and submitted to svn.
I am not sure I do understand why we need svn properties for the files in the
osgPPU repository. Can you explain me why you think this are neccessary.
regards
art
--
Read this topic online
Hi Bryan,
Thank you for the patch. Changes are submitted to svn.
Hmm, I wonder why on my machine with cmake-2.6-patch4 installed I didn't get
any issues with the backslash. Maybe I forgot to try to create just fresh build
directory, so that cached paths were in use.
Art
--
Hi Agos,
We can change your name from Agostinho Silva to Agos Silva, if you like so.
However we can not just remove the last part of your name, because we should
stay fair in respect to other people. The main reason, why everybody is asked
to have both names, is that this forum is connected to
Hi Robert,
I don't agree with that. Maybe you remember the discussion half year ago about
using of the nicknames or first name parts only in the forum. The finally
decision was to force every user to have both parts of the name in his profile.
If user wished to have some kind of anonymity, he
Hi Christian,
thanks for the changes. I merged them into current svn version. Please check if
everything is ok.
regards,
art
--
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___
hmm, look sreally weird.
It looks like some depth precision problem. Unfortunately I can not help here,
because I have neither an ATI card nor a MacOS to test the issue. If you could
find out what causes this behaviour, so it would be very cool.
regards,
Art
--
Read this topic
Hi Sebastian,
the purpose of the cube map demo was not to show the reflection, but to show
that with osgPPU one can also use CubeMaps to render the results to. So using
this example one can build its own reflection effect by processing relfected
data through osgPPU for example.
Cheers,
Art
Hi Christian,
Yes, I know currently osgPPU isn't usable for dynamic resizing of the viewport.
I have tried it also with just a simple viewer and I wasn't able to solve the
issue. I had exactly the same problem as you and due to lack of time I canceled
the try to solve it. I tried almost
Hi Sebastian,
no, I can not confirm that. On my machines the yellow cube-map part is also
showed. Which osg version do you have? Which osgPPU version do you have? I see
on you screenshot, that some of the faces not rendered at all. This shouldn't
be either the case. Maybe you somehow enabled
Hi Mick, Christian,
Christian:
Yes the texture can be resized with just a simple setTextureSize. When you call
this method a texture will be marked as dirty and will be resized on the next
Texture::apply method in the osg core. So the reallocation is done
automatically.
Mick:
Hmm, it seems
Hi Josselin,
I've used Cuda's FFT library with osgPPU in some of my projects last year.
Actually exactly for that purpose I've developed the osgPPU::UnitModule which
can run any module as a unit on the input data. There is a CUDA example with
osgPPU, showing how to use it.
Just grab it and
Hi Adrian, Robert,
thank you for pointing this out. I've corrected the code and submitted changes
to svn.
regards,
art
--
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___
osg-users
Hi Chris,
thank you for pointing this out. I shrinked the logo to 80% of original size.
You are right, it takes just too much space. However to my deffense I should
say, that there are very less people browsing this site with resolutions below
1280 in x-direction. I have just looked onto the
Hello dear OSG-Community,
today we have something to celebrate: our forum community has reached now 1000
users mark after being online for around 1 year and 3 months!!!
Congratulations to all of you !!!
Statistics:
September, 2009:
1865 mailing list users,
601 forum users
Overlap of 159
Hi Guy,
Guy wrote:
Forget it, sorry, I found the files :)
The OSG_GEN_INCLUDE is where the CMake generated the solution and the
files are there.
Yes, the files are there, where CMake generate them, when you build OSG.
OSG_DIR is a path, where osg can be found. It can be either an
Hi Guy,
Guy wrote:
Now everything works.
I actually needed the OSG_GEN_DIR since it is where the Config files
are.
You can checkout the newest version. I have removed everything which is not
needed for proper ppu build. There are now much less configuration cmake
variables, which
Hi folks,
this is a last reminder about the running poll of the user meeting/conference
city. Current state is:
Paris, France [ 8 ]
Marseile, France [ 0 ]
Strassbourg, France [ 1 ]
Prague, Czech Republic [ 2 ]
Genova, Italy [ 1 ]
Brussel, Belgium [ 2 ]
Zuerich, Switzerland [ 1 ]
Hello, dear osg-users,
so the vote is over and we have the winner city - with 8 votes of 27 Paris won
the race. OK, we now know a city where we would like to have next osg users
meeting/conference.
Venue:
I would like to ask users, who are living in Paris, if they know some nice
venue. I
Hi Sukender,
of course this would be also great. Universities have good possibilities for
hosting a conference. And even more, this would be a nice opportunity to show
OSG to young public :)
I would like to hear what Robert do think about it.
However if we decide to make just a user meeting,
Hi folks,
yeah, somebody get finally through. From my logs I can not see anything
strange, hence if it was a bot he get through by the first try (which means
this is a almost perfect bot ;) ), or it was a human controlled bot.
Sorry, for that intrusion. The current spam filters are already
Hi guys,
organizing a course is maybe a good idea, but I suppose that this will
automaticly decrease the number of interested people, since they will need to
pay then. If Bob and Paul would like to have such a training course, then why
not. Of course we could split up the courses from the
Hi Robert, Sukender, Serge
@Robert, Sukender:
Actually Sukender meets also my expectations what I was thinking about the
mini-conference. Giving courses does sounds also cool, but I am not sure if we
will have people who are willing to give them. As for us, specially for me, I
do not have
Hi Sukender, Serge,
@Serge:
Wow, thats great. I think if we didn't find anything else (i.e. university)
then it would be great to use your opportunities for hosting the event. So
eventually we have to wait until may, so that we then know if your company can
be a hoster for the event.
Hi Paul,
I've sticked your debugging tips in the forum. So hopefully people will get
read them first, before asking the same questions again and again ;)
cheers
--
Read this topic online here:
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Hi,
yeah this are interesting news. To hook up to the thread about 200 forum users
from the last month, it would be interesting to know how much is the overlap
between forum and mailing list users.
Robert, could you still provide me with the list of the names (or emails) of
all mailing list
Oh, in deed, hmm, I didn't knew that there exists such a capability.
OK, I will then write a script which will check how much of the overlap there
is between mailing list and forum users.
As soon as I have the info, I let you all know. Roland, thank you again for
pointing me into the right
Hi folks,
if somebody of you is interested in the numbers, I have computed the overlap
between mailing list members and the forum users.
There are currently:
1825 mailing list users.
300 forum users
and 106 users, who are registered on both systems.
Of course this is just an overlap by
Robert, yes, it happens that spammers just do register on forums to post
something there. Mailing lists doesn't look that attractive as forums, therefor
there are human controlled spam bots around. In almost 4 months of forum
existing there were 2 spam messages out of around 3000 usual
Test message...
This message should be first filtered out and have been approved before
reaching the mailing list and being visible on the forum.
Please ignore...
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=11131#11131
sorry folks,
please ignore this test message. I have almost completed the new anti-spam
fighting thing ;)
cheers
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=11133#11133
___
osg-users mailing
Hi folks,
due to couple of spam intrusions in our forum any new user and any user with 0
posts, has first to be approved before his/her messages are posted.
As soon as a new user post something on the forum, admins/moderators will be
informed. His/her message is first not visible to the
Actually the new feature, where the moderators has first to approve the very
first post of any new member should already keep the bad guys away. This
feature is already in action, since couple of days, as I have posted previously.
I am not a friend of using a lot of anti-spam things like
Hi folks,
I just want to fresh up this topic. I have experimented with the webcam and a
video server, and it worked. So there will be definitively some kind of
broadcasting of the meetings/conference to the www. And as in the another
thread of Jean-Sebastian about ffmpeg-streams, we could even
Hi Serge,
Serge Lages wrote:
Yeah we've been accepted to this new office, so it's OK, we'll move during
June. We'll have a meeting room with approximatively 20 to 30 seats and a LCD
screen (42), and maybe a projector if we ask for it.
So I think that there is no problem for us to host
Hi both,
J.P. Delport wrote:
Maybe Art can make the forum to mailing list converter add the details
(that are normally displayed in the forum) to the bottom of the emails?
Would this have any benefit?
I do not know, what I should extra put in the mail sent from the forum. Most of
the
Hi Robert,
robertosfield wrote:
In the real world almost all of us will have a family name and a
personal name and typically the personal name is used in conversation.
Different cultures or even different companies will have different
conventions on which names are put first. In the
mgb_osg wrote:
Except you can't edit it or create an account on it.
And the wiki link takes you to the front page of the site
Guys, please, don't go offtopic :) Yes, there is a wiki page, however a lot of
new users, which are active on the ML or forum, doesn't read the wikis well as
Hi Robert, all
So, I just want to sum up, which next steps are needed in order to create a
system which should/might improve the etiquette quality in our community:
Having both a first name signature and the full name elsewhere
displayed on the post is the best of both of worlds. On the
Hello dear forum users,
in order to establish a nice etiquette in our community, we have decided to
suspend user accounts which do not correspond to forum's rules. The main reason
is that a lot of forum users don't have valid real names specified. The problem
in that is, that your posts are
This is an edited version of a previous post
Hi,
sorry, test continues, please ignore..
regards,
Art
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___
osg-users mailing list
Hi,
sorry, I have to test something again...
regards,
art
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osg-users mailing list
osg-users@lists.openscenegraph.org
Hi Ed,
as you can read in this Robert's thread:
http://forum.openscenegraph.org/viewtopic.php?t=2498
it does apply to everybody, don't matter if you on the forum or on the mailing
list side! Otherwise forum users are discriminated and we wouldn't like to
discriminate users just because they
Hi folks,
@Cedric, Serge:
Cedric Pinson wrote:
Hi,
I will not be able to make a talk the first week of september, it's the
only week i am not in Paris, murphy's law i guess ;)
Another idea about this meeting could be to synchronize it with free
software event, then we could use the
Hi Sergey,
if you like to see some nice demos created with OpenSceneGraph, then take a
look here:
1. http://www.tevs.eu/project_siggraph07b.html
Demo was created with osg 1.2 (very first release of osgPPU)
2. http://www.tevs.eu/project_i3d08.html
OSG 2.2 (osgPPU v0.2)
3.
Hi Sergey,
sorry, instead of the first one, you take a look better here:
http://www.tevs.eu/project_r4o.html
Is just a little bit different version with more nice renderings ;)
Cheers,
Art
--
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Hi Sergey,
Sergey Kurdakov wrote:
But overall idea was to impress others ( esp newbees on a large scale
)...
But isn't that a main aim of all the demos ;)
The demos showed actually new techniques of rendering. To understand exactly
what the new thing of them was, one has to take a look
Hi folks,
Couple of days ago we have discussed about having a nice opportunity to show
screenshots or videos from different demos using OSG. This opportunity do
already exists and can be found on the Wiki-page of the OSG project.
However, I have also decided to put such a possibility to the
Hello dear osg-community,
we are looking for moderators for the OSG forum and would like to have one or
two additional moderators to include in our team. Number of users is growing
almost every day (current state 340 users) and in order to obey the
forum/mailing list etiquette the user's
Hi Martin,
as in my case, I always do derive a non-model class from osg::Group and use it
as a base class of the non-model object. Deriving from Group gives you the
possibility to include the object somewhere in the scene graph if it is
required, so that the nodes to which it belongs can be
Hi Martin,
mgb_osg wrote:
Would visitors still apply to it as with any other node in the graph - I
don't see how that helps?
Of course they would, however nodes are not drawable things, nodes are there
just to organize the scene graph. I thought, you want to include something
Skylark wrote:
Hi Martin,
Why not just devote a bit in the nodemask for such elements? Then you
set the intersection visitor's traversal mask to ignore those elements.
const unsigned int NODEMASK_UNPICKABLE = 0x1000;// whatever
iv-setTraversalMask(~NODEMASK_UNPICKABLE);
That's
Hi Vincent,
osgDB Plugins register them self to the db registry. If you take a look into
every plugin, there is some kind of proxy global object. The constructor of
this get initiated as soon as library is loaded, and in the constructor the
plugin register himself to the osgDB. Hence no magic
Hi Paul, Robert,
whenever I get cold, I do following:
- drink a lot of (water, juice, whatever, no alcohol!!!)
- drink black/green tea with honey
- eat lemons, this helps really
- then put a lot of clothes over you over night so that you start to sweat
- sweating means you increase your body
Hi Vincent,
Vincent.B wrote:
Okay, so I implement a myClass in the core, and I declare a static myClass
mycalss in my DLL.
so, I can call with the static implementation, the methods I want in the DLL
from my core.
Not really, you implement a static/global variable, which will then
Hi Paul,
as other Paul said, take a look into osgPPU. There I have an example showing
exactly what you need. The example is simple and very easy to understand. You
can take this as a starting point and then change it for your needs.
Cheers,
Art
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Read this topic online here:
Hi Paul,
yes, there is a way. One has just to use depth valus of the scene when
rendering the glow effect. Should be pretty easy to add, however I was lazy and
did not added this functionality :(
I will take a look today (or in the next days), maybe I could change the glow
example to provide
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