rg/listinfo.cgi/osg-users-openscenegraph.org
--
Dipl. Inf. Joachim E. Vollrath
Visualisierungsinstitut der Universitaet Stuttgart (VISUS)
web: http://www.vis.uni-stuttgart.de/~vollrajm/
mail: [EMAIL PROTECTED]
phone: 49.711.7816.403
fax: 49.711.7816.213
g is a solution, but as my
> point of view is constantly changing, is it possible to do such a sort
> in real time ? May be should I use vertex shader for this ?
>
> Frédéric
>
>
>
--
Joachim E. Vollrath
Visualisierungsinstitut der Universitaet Stuttgart (VISUS)
we
ly way I found seems to implement an depthpeeling algorithm to do
> order-independant transparency, is that necessary ?
> Is concave objects transparency rendering natively not supported by
> OpenGL/OpenSceneGraph ?
>
--
Joachim E. Vollrath
Visualisierungsinstitut der Univers
t to see more of the ship model you mentioned, perhaps
modifying the near clipping value accordingly might give the expected
results.
Best,
Joachim
--
Joachim E. Vollrath
Visualisierungsinstitut der Universitaet Stuttgart (VISUS)
web: http://www.vis.uni-stuttgart.de/~vollrajm/
mail:
ing the shader-source ... mmh
> I just asking myself if this would somehow break other things.
>
> cheers
> Sebastian
>
> Stephane Lamoliatte schrieb:
--
Joachim E. Vollrath
Visualisierungsinstitut der Universitaet Stuttgart (VISUS)
web: http://www.vis.uni-stuttgart.de/~vollr
instructions for which classes to use.
>
> thanks in advance, andrej
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
--
Joachim
i guess if i will integrate it right in osg core the overhead will be not
> really huge, but i don't yet know it exactly
>
> /adegli
>
--
Joachim E. Vollrath
University of Stuttgart
Institute for Visualization and Interactive Systems (VIS)
web: http://www.vis.u
mount of
> triangles we get really poor fps.
> and if we can speed up this intersection, may we will be able to boost many
> osg based applications, and this
> would be really interesting for many others in the community.
>
> /adegli
>
--
Joachim E. Vollrath
University of St
ists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
--
Joachim E. Vollrath
University of Stuttgart
Institute for Visualization and Interactive Systems (VIS)
web: http://www.vis.uni-stuttgart.de/~vollrajm/
mail: [EMAIL PROTECTED]
phone: 49.711.7816.403
fax:
eh... sorry, you're right. I meant as long as the resolution is fixed
you won't need to interpolate...
> What do you mean with screen-sized hdr?
> If I have the same resolution? I have a fixed resolution if it is the
> question... :s
>
> thanks for your answer
>
ou got an up-to-date driver?
Regards,
Joachim
> I'm using a GeForce 6800, and I used a linear interpolation.. but I have
> tried with a nearest interpolation and the result is the same :s
>
--
Joachim E. Vollrath
University of Stuttgart
Institute for Visualization and Interact
users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
--
Joachim E. Vollrath
University of Stuttgart
Institute for Visualization and Interactive Systems (VIS)
web: http://www.vis.uni-stuttgart.de/~vollrajm/
mail: [EMAIL PROTECTED]
phone: 49.
ems with it.
>> Please be more precise on what it took for the segfault to occur.
>
> Nothing special, I just ran osgdepthpeeling cow.osg. The program runs
> for a few seconds, showing nothing but the text and fps counter at the
> bottom of the screen. After that it goes
ndering of geometry without sorting
triangles, Steffen's contribution might be a good starting point for own
implementations. Basically, one would just have to replace parts of the
shaders.
Cheers,
Joachim
--
Joachim E. Vollrath
University of Stuttgart
Institute for Visualization a
14 matches
Mail list logo