Hey guys,
I'm trying to make a system where I can render part of my scene with two
passes: 1 for stencil mask, the other for stencil test. I have the passes
working by putting things in consecutive renderbins. I set some stencil
stuff in bin 11, then put the mask geometry in bin 12, then some
with OSG:
https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Utils#L132
Then, you just say setRenderBinDetails( binNum, binName) where binName is
the name of your custom bin. HTH.
Glenn Waldron / Pelican Mapping / @glennwaldron
On Mon, Nov 21, 2011 at 10:13 AM, Sean Sullivan
On Mon, Nov 21, 2011 at 11:05 AM, Sean Sullivan
sullivan0s...@gmail.comwrote:
I should have mentioned that I am actually using TraversalOrderBin and
DepthSortedBin in my code. Maybe I just don't understand how the renderbins
work. Am I correct in assuming that for example the root node would
should be able to group them by Transform, sort each Transform group by
traversal order, and sort the list of Transforms by the average depth of
its drawables (or whatever).
Just brainstorming..
Glenn Waldron / Pelican Mapping / @glennwaldron
On Mon, Nov 21, 2011 at 12:19 PM, Sean Sullivan
Hi,
If your scene is really simple you won't really need to calculate anything. You
can try different values until you see what you want. Set eye to a position
away from your objects, set center to the position of one of the objects in
your scene, and set the up vector to whatever it should be
Hey guys,
Does anybody know about some sort of guide for how the renderbins work? I'm
having to use them quite a bit lately but am having trouble finding in depth
coverage of the subject.
Cheers,
Sean
--
Read this topic online here:
Hey guys,
I've just started trying to load videos. I have videos playing on a quad fine,
but the following code causes Visual Studio 2010 to tell me that some objects
were leaked.
Code:
osg::ref_ptrosg::Image image = osgDB::readImageFile
(../../Content/trailer.mp4.ffmpeg);
Am I missing
Nevermind... I decided to get a second opinion and installed Visual Leak
Detector for VS2010 and it tells me there are no leaks.
Cheers,
Sean
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44192#44192
Hey guys,
I'm trying to render some text using a special method which requires 2 - 3 draw
calls per character.
I'm adding all of the text to a Group node one character at a time in the order
that they appear in the text. What I want to do is sort the drawing of the
characters so that
Wow I'm not sure why I didn't think of that lol. Anyways with pretty minimal
code changes, I was able to implement what you suggested. It resulted in ~27%
performance increase!
Thank you!
Cheers,
Sean
--
Read this topic online here:
Hey guys,
I'm trying to build OSG by using cmake gui to create an XCode project for me.
I'm only setting my freetype and zlib stuff, setting windowing to cocoa and
setting my install prefix. The build goes fine and all the dylibs are good.
When I build install it puts all the dylibs into the
Hey guys,
I'm trying to pass an osgViewer::GraphicsWindowCocoa::WindowData to my traits
object with CreateOnlyView specified. For some reason whenever my WindowData is
dynamic_cast in GraphicsWindowCocoa.mm it just returns 0. If I switch them to
static_cast they work.
Here's my code:
Code:
to FALSE:
Symbols hidden by default (GCC_SYMBOLS_PRIVATE_EXTERN): FALSE
and eventually
Inline hidden methods (GCC_INLINES_ARE_PRIVATE_EXTERN): FALSE
Cheers,
Stephan
Am 27.01.12 18:11, schrieb Sean Sullivan:
Hey guys,
I'm trying to pass an osgViewer::GraphicsWindowCocoa
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