Hi,
I'm facing the same problem : I try to use
Code:
glPrimitiveRestartIndex(0x);
glEnableClientState(GL_PRIMITIVE_RESTART);
In my OSG 3.0 project.
Is there any way to use these functions without a big hack of osg ?
Thank you!
Cheers,
Aurelien
--
Read this
Thanks for your answers !
But the special rendering-mode shader is not the same for all the objects, so
how can I :
- tell to object A : your special shader for special rendering mode is this
one
- tell to object B : your special shader for special rendering mode is this
one
- tell to
Hi,
I'm surprised that QThread::currentThread() can return something else than a
QThread instance.
But if this is really the case, the following should solve the issue :
Code:
QThread* pQThread = dynamic_cast QThread* (QThread::currentThread());
if (pQThread != NULL)
{
QtThreadPrivateData*
Hi,
I use tesselator to generate a geometry from a LINE_LOOP primitive.
The tesselator output give me a TRIANGLES_FAN primitive which seems to be
correct.
Now I would like to get the tesselator output as TRIANGLES primitive.
Is there anyway to control the primitive type built by the
Thanks, the IndexMeshVisitor does exactly what I need.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50563#50563
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi,
I have a scene graph with multiple cameras as follow :
Camera 1 :
- clear mask : color and depth
- use FBO_Camera_1_Color as color buffer attachment
- use FBO_Camera_1_Depth as depth buffer attachment
Camera 2 :
- clear mask : none
- use FBO_Camera_2_Color as color buffer attachment
-
Hi,
In my application, I use a custom CullVisitor, this way :
osgUtil::CullVisitor::prototype() = new MyCustomCullVisitor();
But this affects all viewers in my application.
Is there anyway to explicitly set a custom CullVisitor on a specific
osgViewer::Viewer ?
I would like to use twos
Hi,
I think OpenGL specs doesn't allow to share a vertex attribute values between
multiple vertices.
Aurelien
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50753#50753
___
osg-users mailing list
Hi,
Thank you!
I use custom cull visitor to store extra global-to-scene data and define some
extra methods.
These data are then read and write during culling by some specific nodes, to
render parametric objects and/or select which StateSet to apply.
Aurelien
--
Read this
Hi,
Is there a reason why you can't just use a osg::Camera that is drawn after
the main scene?
I'm facing the same problem : in my OSG graph, I render data from physical
simulations using a RTT camera and I need to postprocess the rendered texture
before display it.
The problem is to
Hi,
Does anyone have a solution for this issue ?
Thank you!
Cheers,
Aurelien
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=51227#51227
___
osg-users mailing list
Hi,
I use a TextureRectangle to store instances transformations matrix :
- TextureRectangle because it's easier to read a specific coordinate
- texure format is set on RGBA_32F to get full 32 bit floating point precision
- RGBA = there are 4 values (R, G, B, A) per pixel
So, a full transform
Hi,
In my scene graph, I use a main camera with FBO severals attached :
- a FBO for COLOR0
- a FBO for COLOR1
- a FBO for DEPTH
I would like to use a child camera (not slave) with :
- another FBO attached to COLOR0
- the same FBO a main camera for DEPTH buffer
Is there anyway to inherit the
Hi,
I'm intersted by this topic, because in my application, sometimes I need to
render the same scene multiple times.
For example, I render the scene a first time to generate a regular OpenGL image.
Then I render with different shaders/textures to generate an image with
computation results
Hi,
Thanks a lot for this idea !
I'll try to do something based on it.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=51457#51457
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi,
I have a set of pre-computed procedurals textures, and my texture generation
system can produce high-quality downsampled textures.
So I would like to use them as mipmaps for my textures :
- is it possible to allocate and load mipmaps from CPU, just like we load an
osg::Image into an
Thanks a lot for this very precise answer !
Just one more question, you said :
each successive level should be an integer quotient of
the previous level's size and two
So, for n-th level, the size should be :
(size of n-1 level) / (2*k) with arbitrary k ?
Is it possible to have multiple
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 class
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
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,
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
-
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
|
|-
Hi,
I've sent a fix for that :
http://forum.openscenegraph.org/viewtopic.php?t=11204
The fix is not yet merged into trunk.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=51798#51798
___
osg-users
Hi,
I'm writing an application which execute some algorithms on model's geometries.
To make simplier code, I would like to convert all nodes in a model file to a
specific structure, for example :
- use only TRIANGLES primitive
- use only PER_VERTEX bindings
- etc...
I know this could lead to
Hi,
I'm trying to use the useVertexAttributeAliasing.
Nearly all my shaders are ported and now works, but I have a problem with the
vertex color :
in case of useVertexAttributeAliasing, vertex colors are binded as an
attribute using :
Code:
setVertexAttribPointer(_colorAlias._location,
Hum, I don't really get it...
When I build a model from code (create an osg::Geometry, fill a vertex array, a
normal array, a color array) I get [0.0 - 1.0] values in my shader
When I load a model from a file (.3ds or .osgb) I get [0.0 - 255.0] values in
my shader
Have someone experienced
Hi,
I've sent a patch for this :
http://forum.openscenegraph.org/viewtopic.php?p=52418#52418
About my second message, forgot it, it was an error in my shader code
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52419#52419
Hi,
I use OSG in a Qt application, and I do this :
osg::ref_ptrosg::Object
osgDB::readObject(:/some-label/object.osgt.qtresource);
The .qtresource extension is mapped to a pseudo-loader written using Qt
classes to load :/some-label/object.osgt file from Qt resources and decode it
using the
Hi,
Thanks for sharing this, I've never think to this way, and it's very
interseting.
Not really for performance reason, but also for simplicity reasons.
I'll try to dig that further to see if it can be usefull to implement what is
discussed here :
Hi all,
I'm not sure the CPU cost is really the issue here, but it would be usefull to
have that kind of methods :
executeCamera(osg::Camera*, osg::State*)
executeCameraAsync(osg::Camera*, osg::State*)
= execute all needed code to render the sub graph of the camera, with async
wait.
= inputs
Hi,
the concept of post-processing is inherently non-spatial, so it really
doesn't belong in a scene graph at all
= this is why I think we should be able to execute a render pass on an
arbitrary camera : the subgraph of this camera may not have a spatial
organization, but a process-logic
Hi,
I used to do post processing with Cuda.
But I've switched to full GLSL :
- no compatibility problem
- no performance overhead due to interoperability
To compute histogram, you can use the method described in this link :
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch41.html
I use
Hi,
Not sure about that, but you traverse the both camera with the same cull
visitor instance...
I think render target is assigned within the cull visitor, so you maybe should
use 2 cull visitor different instances.
Cheers,
Aurelien
--
Read this topic online here:
Hi,
I haven't yet figured out how to get from an osg.:Camera or an
osg::RenderInfo to an actual fbo pointer. *sigh*
Such a method should be usefull, but I didn't find a way to do it neither.
In my application, I do something really close, but I affect explicity the
texture to use for
Hi,
I've posted a submission which should solve this issue :
http://forum.openscenegraph.org/viewtopic.php?p=52849#52849
The problem was in the ArrayDispatcher.cpp file : some kind of array types
(like ArrayInt you use here) where not registered with associated dispatchers.
It solves my
Hi,
The original code is :
Code:
vPosition = ViewMatrix * ModelMatrix * vec4(Vertex * ModelScale, 1.0);
So I think you can use this :
Code:
vPosition = osg_ModelViewMatrix * vec4(Vertex * ModelScale, 1.0);
because osg_ModelViewMatrix is equivalent to ViewMatrix * ModelMatrix.
I forgot this :
You declare an input attribute :
Code:
attribute vec3 Vertex;
But have you set and bind any vertex attribute called Vertex ?
I think you should remove this line and use :
Code:
vPosition = osg_ModelViewMatrix * vec4([b]gl_Vertex.xyz[/b] * ModelScale, 1.0);
Hi,
You should have a look to osgEarth source code : they use PagedLOD with
pseudo-loaders to dynamically build new nodes, this is maybe a good way to go
for you.
Cheers,
Aurelien
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52931#52931
Hi,
I'm also interested if you have a solution to easily pick points lines !
Thank you!
Cheers,
Aurelien
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52972#52972
___
osg-users mailing list
Hi,
As a preprocessing, I need to render a lot of quads to a texure. I already have
something working with a render to FBO, but since I don't use depth test and I
disabled depth write, I'm looking for a way to save some GPU memory by avoid
the use of a depth buffer.
I tried this :
Hi Pjotr,
This works, thanks a lot !
Cheers,
Aurelien
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52976#52976
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi,
I think this is a Qt issue : drag'n'drop need a little more work than jsut
implementing a dropEvent method.
First, you need to set setAcceptDrops(true) on your widget, then take a look
at :
http://doc.qt.digia.com/stable/dnd.html
You should implement it before with a regular QWidget,
Hi,
Alpha channel is not supported by all image file format.
For example PNG support it, JPEG doesn't.
I'm not sure the BMP format support alpha channel (or maybe no all variant of
BMP format)
Cheers,
Aurelien
--
Read this topic online here:
Hi,
I think the most standard way to do this is to use an UpdateCallback on your
osg::Node.
This ensure your update code to be executed in the main application thread :
UpdateCallbacks are executed during the update traversal, and this is the best
way to avoid threading issues.
Cheers,
Hi,
Yes, this is what I have in mind, and I think this is also the safer way to do
geometry modifications in OSG.
Cheers,
Aurelien
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53184#53184
___
Hi,
When I try to save the node I get this error on the console:
image C:\Workspace\OpenSceneGraph\build\bin\models\untitled\texture.jpg' 256
128
Error writing IVE image: StateSet::write(): Unknown StateAttribute:
VirtualProgram
This is normal, osgEarth insert custom VirtualProgram
robertosfield wrote:
The PreserveDataType and AttribDivisor are entirely
new and are intended to support new extensions being added to the OSG
- but their implementation will have to wait till the GeometryNew
refactor is further down the road.
This is great !
robertosfield wrote:
Hi,
I think this is a really interesting idea.
Have a look here : http://glm.g-truc.net/
This library already implements a lot of glsl-like syntax. Before rewriting
everything (that's not complex, but a lot of work) maybe we could make osg and
glm work together ?
Maybe adding to glm headers
Forgotten link from previous message :
http://devmaster.net/forums/topic/10009-swizzle-operator-in-c/
= interesting ideas on how to implement developper friendly but asm
efficient swizzle in C++
--
Read this topic online here:
Hi,
Those implementations are truly ugly.
Yes, the C++ code is realy ugly. But the C++ interface (which is what
developpers realy use) is ok, and the generated asm is great.
Maybe there are some interesting ideas to take from that.
Thank you!
Cheers,
Aurelien
--
Read
Hi,
I'm facing a problem : I use custom RenderBins for custom rendering, but it
would be *very* convenient to be able to identity which view use this
RenderBin instance.
I've tought about this modification on RenderBin::createRenderBin :
Code:
RenderBin* RenderBin::createRenderBin(const
Hi Robert,
You're right, the RenderInfo is probably enough for my needs.
Thank you!
Cheers,
Aurelien
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=54896#54896
___
osg-users mailing list
Hi,
I've done this for interoperability between OSG and client library, for exampe
for a texture :
I've created a WrapperTexture class which inherits from osg::StateAttribute
directly.
- It expose it's StateAttribute type (getType() method) as TEXTURE
- It contain a member which is an
Hi,
Unfortunally, support for ATTRIB_DIVISOR is removed from official osg source
since today...
You can still use it by crating a drawcallback (or subclassing a drawable) and
call glVertexAttriDivisor were needed.
Just be carefull to reset to previous values brfore exiting the
Hi,
This tip works well, but you have to be aware of ressource creation/deletion
either by OSG and Qt5, specially be carefull of the current OpenGL context.
I recommend you to write the wrapper for a simple texture, make it works, then
make in works in all situation (a single graph / single
Hi,
Due to the use of displacement mapping, I have a node with dynamic bounding
box. I mean the bounding box change every frame (but very fast to compute).
For now I've done the following :
- reimplement osg::Node::computeBound
- on each update traversal, call dirtyBound()
Is there any better
Hi Robert,
Thanks a lot for all your work !
Cheers,
Aurelien
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=55446#55446
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi,
I think there is a bug in the trunk : the epsilon used for osgUtil::Intersector
class is not initialized.
Thank you!
Cheers,
Aurelien
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=55692#55692
Hi,
I'm experiencing some problems to get correct intersections in following
situation :
I have a group in my scene graph which have a Viewport StateAttribute to modify
its rendering frame on screen.
All is works well for render, but intersector seems lost wih nodes below my
group.
Is there
Hi,
I've tried the following and it seems to solve my problem :
Code:
void IntersectionVisitor::apply(osg::Group group)
{
if (!enter(group)) return;
osg::Viewport* pViewport = NULL;
if (group.getStateSet() != NULL)
{
pViewport =
Hi,
UBO are not designed for random access from shader, but for block access.
For hardware instancing, you should get best performances using vertex
attribute divisor.
Cheers,
Aurelien
--
Read this topic online here:
Hi,
If you change data often, you can declare the vertex attribute array usage as
STREAM_DRAW.
And to pass 4x4 matrices, you can do this :
- declare 4 vertex attributes array in OSG
- fill them with the 4 colums of your matrices
- bind them to attributes units 4, 5, 6, 7 (for example)
- in
Hi Robert,
This is perhaps un-related, but in a previous project, I've experienced
intersections numerical precision problems with big scenes, and I've switched
to the double precision line segment intersector taken fomr osgEarth source
code.
Maybe swiching from float precision to double
Hi,
I've got some bad experience with virtual machines.
The 3D hardware acceleration in a virtual machine is generally not that good.
In fact, hardware acceleration is usualy not available at all on a Virtual
Machine. Because this is a virtual machine.
Just like a remote session on windows
Hi Robert,
A few month ago, you solved one of my issues :
http://forum.openscenegraph.org/viewtopic.php?t=11769postdays=0postorder=ascstart=14
Today I've discovered some problems with this approach (I use it for materials,
as you suggested in your post) : the shader composition uniforms seems
Hi rmilh,
If there is some interest I could send all the stuff to the submissions at
the end of this week
Thanks for the sharing offer, I'm interested !
I think I've made some progress in the analysis of my problem, could you just
test the following inside your experimental shader
Hi,
Thanks for testing !
I've already seen the problem of the growing list...
But I don't know how to avoid this, because if I left the call to
currentShaderCompositionUniformList.clear(), some uniforms are not properly
applied.
For example :
- Node A : Shader Program + Shader Composition
Hi,
Have a look here to see why I use this (on Robert's advice) :
http://forum.openscenegraph.org/viewtopic.php?t=11769
I know this is more like a workaround, but it is really usefull to be able to
write StateAttributes classes which manage and apply their own uniforms.
To solve my problem
Hi,
If you do change the list to stack so you can push/pop uniforms you will end
up redoing standard uniform handling but this time with a parallel uniform
list.
Yes, and I think this is what I need :
- a standard uniform list, which contains uniforms setted from regular
osg::Uniform
For example, push uniforms with ambient, diffuse, specular and shininess values
from osg::Material, for OpenGL 3.3
It could also be used for application-specific StateAttribute classes, for
example an ObjectData StateAttribute which push several uniforms on the state.
--
Read
Hi,
As discuted multiple times with Robert and others, sometimes it's really
usefull to have a StateAttribute which also provide its own uniforms. For
example, I use it in a modified osg::Material class to apply maerial values as
uniform or to handle specific ObjectData StateAttribute classes
Hi Robert,
No problem, script support in OSG will be great !
I'll try to make an optimized implementation and submit it.
Thank you!
Cheers,
Aurelien
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=56472#56472
Hi,
I've got the same picking problem with several mesh (which use vertex
displacement or tesselation).
To solve that, I always render my scene in a FBO, with 2 color attachements :
- first draw buffer is a regular color texture
- second draw buffer is a texture with only 1 channel, in int
Hi,
but I can't really afford the per-frame cost
On modern GPU, the per-frame cost is near zero with reasonable scenes. (not a
full 3d scene of 1+ objects like in video games).
The heavy cost is paid when you actually download some data from GPU to read
back, but you can do that only
Hi,
At first, I was playing with Texture::TextureObject, but I found difficult to
make OSG to delegate the control on ressource allocation / release (which are
managed by my customer's library) so I've switched to a subclass.
Cheers,
Aurelien
--
Read this topic online here:
Hi,
Here it is :
Code:
#include RenderBox/GLBoxWrappers/GLBoxOsgTexture.h
#include GLBox/Texture/Texture.h
//
MyTexture::MyTexture()
: osg::StateAttribute ()
, p_CustomerTexture (NULL)
{
}
//
MyTexture::MyTexture(CustomerTexture* pCustomerTexture)
:
Hi,
I used to do something like that... from my memories, all that I can say is I
used the osgUtil::GLObjectsVisitor to do a on-demand-compile-traversal
right after loading an object.
Cheers,
Aurelien
--
Read this topic online here:
Hi,
Sorry, I wasn't able to retrieve this old piec of code...
The state can be obtained from the viewer's graphics context, and the
RenderInfo can be created using the state and the viewer.
Before running the visitor, you should make sure that the viewer's OpenGL
context is current
Hi,
If you have just a single uniform value per context then I'd simply place the
Uniform on the each if the viiewer's osg::Camera's StateSet, such that each
Camera assigned to each Context gets it's own state inherited down including
the Uniform.
Some nodes have a cull callback.
Hi,
At cull traversal, I do the following (this is pseudo-code!) :
Code:
cullTraversal(pCullVisitor)
{
// Get per-view-data
perViewData = getOrCreatePerViewData(pCullVisitor);
// Compute dynamic uniforms
perViewData.pDynamicUniform_1-set(value);
Hi,
And then index that by the GC ID if it's available through the
cv-getCurrentCamera().
That's a bit different for my solution :
- in my idea, you get per-view uniforms : even if multiple views runs with
the same graphics context, you still have different uniforms
- in your idea, you
Hi Robert,
The CullVisitor::getRenderInfo() method could be used to access to the
osg::State object and hence ContextID that is relevant to the current cull
traversal.
Will this works with shared contexts ?
Thank you!
Cheers,
Aurelien
--
Read this topic online here:
Hi,
I'm facing the same problem, and I can't pre-compute vertex attributes on CPU
because my vertex are moved by the shader him-self (displacement mapping).
I've tried to use double matrices, but these leads to a lot of compatibility
problem.
Since the precision problem is in the temporary
Hi,
5. Because the technique depends on the usage of a vertex shader I would add
two static methods one returns a basic osg::Program with phong shading and
another one only returns the shader code with the necessary uniforms and a
vertex quantization function that should be used in the
Hi,
About the leaking problem : it is because the GL_PRIMITIVE_RESTART mode has
no defaut value in OSG. So if you set anywhere in your scene graph, its value
(ON or OFF) will not go back to a default OFF value (which is not set
anywhere)
It's probably possible to add this default OFF value in
Hi,
But I am a little confused, why you judge the good old primitive restart
functionality
Because triangle strips are no longer faster than triangles. Using triangles
with an optimized idexing (see post-transform cache optimization) is very
performant.
I also use GPU computing CUDA /
Instead of calling many singleDraws or a multiDraw with all its offsets
you have to remember
I think you're talking about draw-instanced feature here, which is completely
different, but very efficient.
Cheers,
Aurelien
--
Read this topic online here:
Hi,
drawing 10 lines, needs 10*4=40 indices using LINES_ADJACENCY but only 12
indices using GL_LINESTRIP_ADJACENCY. So when you need adjacency, the
PrimitiveRestart mode may still have some advantages.
I didn't think about adjacency. In this case, it may still make sense to use
primitive
Hi,
Pjotr wrote:
Also whats the point of a Drawable::Update/Event/CullCallback now, should't
they be deprecated now that a Drawable is a Node and can use the Node's
callbacks?
I think Pjotr is right there. Maybe there's a way to solve this using C++ type
erasure : create an
Hi,
This is a question about legal statement, not technical.
I'm working on a commercial project based on OSG.
I made a dynamic library 3dstuff.dll with all my 3D stuff, this DLL uses OSG.
Can I use static linking of OSG with my 3dstuff.dll to distribute only this
DLL with my executable file
Thanks for all these clarifications !
About the plugins : where can I find specific plugin license ?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42786#42786
___
osg-users mailing list
Hi,
I want to understand the render order of the different objects in an OSG scene.
For example, with this scene :
[Image: http://img4.hostingpics.net/thumbs/mini_829034graph.png ]
Is it true or false ?
1. Root is rendered before all other
2. A is rendered before A1
2. B is
Hi,
I'm working on an OSG based application, with user interaction
(TranslateAxisDragger, RotateAxisDragger...)
My scene is rendered as follow :
- Depth and color buffer clear
- Objects are rendered
- Depth buffer clear
- Manipulators are rendered
So manipulators are always drawn in front of
Hi,
I already use 2 subgraphs, like his :
Root
|
| Manipulators
|
| Objects
But how can I tell to the TranslateAxisManipulator to visit only the
Manipulators subgraph ?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42960#42960
Thanks for your help !
To be more specific, when my dragger is hidden by another geometry, the camera
manipulator get the event.
Any idea about this ?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42963#42963
Hi,
I've made an Segment object which draw a segement from a point (x, y, z) to
another (x, y, z) and working well.
Now, I want to draw a Connector line from a point in space (x, y, z) to a
point on screen (x, y).
How can I transform my (x, y) screen point to find a equivalent (x, y, z) world
Thansk for pointing me to these topics.
So, I found the solution : (be carefull, these function use WORLD coordinates,
not local coordinates)
worldToScreen :
Code:
osg::Vec2d worldToScreen(const osg::Vec3d worldPosition, const osg::Camera*
pCamera)
{
osg::Vec2d screenPosition;
if
Hi,
After 2 days playing with osgPPU exmaples, I stil did not succeed to do a very
basic PPU unit...
Is there any very basic example for osgPPU ?
Something like :
* create PPU
* add PPU unit which use a shader for a very basic operation (like switch red
and green color components)
* attach
Currently, I have this code.
I try to do a simple operation : invert Red and Green color components, but I
get only a black screen.
Could anyone help me ?
Thanks.
Code:
// Configure Camera
p_osgCamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
Ok, I found the solution...
An error in my shader code
:-*
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43164#43164
___
osg-users mailing list
osg-users@lists.openscenegraph.org
1 - 100 of 163 matches
Mail list logo