Yes I implemented something like that! Thanks !
2017-06-29 19:45 GMT+01:00 Christian Buchner :
>
> A uniform specific to each tile that defines the dimensions for the valid
> part of the tile? The shader would get the gl_FragCoord, compare it against
> the threshold and return a transparent color
A uniform specific to each tile that defines the dimensions for the valid
part of the tile? The shader would get the gl_FragCoord, compare it against
the threshold and return a transparent color for pixels outside the valid
bounds.
Christian
2017-06-29 11:28 GMT+02:00 Bruno Oliveira :
> Hello,
Hello,
I have a big image to be rendered (100k pixels each side), hence I am
partitioning that image in Image Tiles.
Each tile has 256 x 256 pixels. Each tile consists of a osg::Geometry quad,
with a texture bound to it. I put all those tiles in an osg::Group.
I use a fragment shader that is glo
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