Hi all, I have a scene graph containing a switch node (osg::Switch) having 4
children.
What would be the best way to render this scene graph in 4 different
views/viewports, with each child (attached under the osg::Switch) rendered in
its own view? Thanks!
Hi Robert,
Hi all, I have a scene graph containing a switch node
(osg::Switch) having 4 children.
What would be the best way to render this scene graph
in 4 different views/viewports, with each child (attached
under the osg::Switch) rendered in its own view? Thanks!
Is it just one
@lists.openscenegraph.org
Date: Monday, September 26, 2011, 10:56 AM
Hi Lars,
On 26/09/11 11:30 , Lars Karlsson wrote:
Yes, I'd like to render one single scenegraph, however
four times DIFFERENTLY (i.e. in
four different views), and of course simultaneously.
...
I looked quickly into TraversalMask
Hi Farshid,
Interesting, thank you for the pointer.
Lars
Hi Lars,
On Mon, Sep 26, 2011 at 11:58 AM, Lars Karlsson klars3...@yahoo.com wrote:
Any ideas or pointers as of how to architect this in OSG? Thank you.
I've accomplished the same thing you are trying to do
Hi, I managed to modify AdapterWidget : public QGLWidget so that it recognizes
double-click events as well,
by adding the associated protected method virtual void mouseDoubleClickEvent(
QMouseEvent* event ).
However, whenever I double click within the OSGQtWidget (which inherits public
Hi, I managed to modify AdapterWidget : public QGLWidget so that it recognizes
double-click events as well,
by adding the associated protected method virtual void mouseDoubleClickEvent(
QMouseEvent* event ). However, whenever I double click within the OSGQtWidget
(which inherits public
Hi all, what would be the best approach to animate huge time-stamped series of
data in OSG? The data is in the format:
(t0, x,y,z)
(t1, x,y,z)
(t2, x,y,z)
...
I have hundreds of thousands of these tuples in a typical input file. The
tuples themselves were generated using a
Hi,
In my application, I have to perform the following operations:
1) render the scene into buffer A, using fixed GL pipeline
2) render the scene again into buffer B, using some shaders
3) render the scene again into the color framebuffer, using some shaders
4) superimpose (i.e. lay over)
Robert,
I'll start with the samples you mentioned.
Thanks,
Lars
Hi Lars,
The OSG support multi-pass, multi-stage rendering pretty
thoroughly.
There are plenty of examples that use various combinations
of
multi-pass. For starters have a look at the osgprerender,
osgprerendercubemap,
Hi,
apologies for a relatively long post
I have an old OpenGL application which uses a so-called item buffer for lines.
This buffer is based on the idea to associate, upon loading, unique IDs to all
the lines in the 3D model, then (on each frame) to:
- render all these lines (each with a
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