Hi,
thanks for the hints, the definition of a valid bounding box on my
custom drawable has solved the issue.
Best regards,
Christian
Ulrich Hertlein wrote:
Hi Christian,
On 9/12/08 7:34 PM, [EMAIL PROTECTED] wrote:
What me confused is, that the point sprite is rendered correctly (on
the
Hi folks,
I'm actually integrate osgWidget as GUI library in our engine. I know
it's beta status, but it's pure OSG and we think a better solution
than other third libraries like CEGUI.
My first test are working well. Now i try to extend simple things,
i.e. add a mechanism to set textures for
Jeremy Moles wrote:
On Fri, 2008-10-10 at 17:58 +0200, Christian Heine wrote:
Hi folks,
I'm actually integrate osgWidget as GUI library in our engine. I know
it's beta status, but it's pure OSG and we think a better solution
than other third libraries like CEGUI.
My first test are working
Hello,
in the last few day's i posted in the Issue on sharing shaders between
objects thread, that i've trouble in sharing shaders and unfiorms. If
i create two shaders (dot3) and two objects i got the same shader
result on each object.
Now i figured out, that the failure occurs if i use
state manager, causing this failure?
-- mew
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Christian Heine
Sent: Thursday, June 05, 2008 11:34 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Issue on sharing shaders between objects
Hello
Hello Guy,
I think attaching a shader to each view instead of to object X would be
fine.
I'm not sure if this may be the right thing. Correct me if I'm wrong but
this causes
in some other issues:
1. I lost the reference to the specifiv object states like Textures,
Geometries etc. How
does the
(currentValue, lastValue, fBlur); //*vec4(1.0, 1.0,
0.0, 0.0);
I'm running out of ideas what could be conceptional wrong. Every help is
preferable.
Best regards,
Christian
P.S.: I've attached the new modified code fragment to this post.
Christian Heine wrote:
Hello,
actually i try to integrate a blur
Hello,
actually i try to integrate a blur shader to my test scene. To realize
this I've implemented a small scene with a dot3 textured quad (done by a
shader). This scene is rendered to a texture oriented on the distortion
example. This works fine, but when i bind the secondary blur shader on
Hello Swen,
i will take a look at your code when i am back from office. Before i
have an
additional information for you:
Yesterday i've played a little bit arround with my solution and try to
solve the
problem in a first dirty solution. For that i've created two HUD
surfaces. The
first where i
Hello Swen,
in the last few days i've figured out, that i have a bug in my multipass
soluiton.
For this bug, i've actually no idea how i could solve the problem
The problem occurs with the execution of the passes. Each pass holds an
osg::StateSet
where the Shaders and textures are bound for
Hi Sven,
i must agree Gerrick, one possible way to implement a multipass shading
in OSG is using the osgFX libary. It's stable and work well, but i think
a big disadvantage of this libary is the inflexibility. Each Shader you
will have to bind must be implemented separatly by overwriting special
for the camera, if you were using anything
else, your results would probably be off.
summary: check the texture coordinates for the pass you are referring to :)
Cheers
Mihai
Christian Heine wrote:
Hello,
2nd issue (Shader):
If i use in the vertex shader the values of the rendering pipeline
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