Hi Brian, Robert, all,
For object outlining I use cull callback that traverses node two times (its
a simple workaround for two pass techniques). I use well known technique
rendering back faces in wireframe (
http://en.wikipedia.org/wiki/Cel-shaded_animation) prior regular rendering.
It was
Hi Maciej,
Thank you for the example. It seems to be a lot faster than what I was doing
earlier. Before when a node was selected, I removed it from its parent,
created an osgFX::Scribe effect and placed it under the parent, and then
reattached my node under that. But there was a slight delay
Hello Brian,
It makes the building appear to be all white, since the texture is turned off.
Is this correct? I tried disabling that part of the code, but now the backfaced
outlines are not enough to make the object stand out. What I would really like
to do is outline the object in a striking
Hi Robert,
Thanks for that clarification, as my understanding of where nodes should be
added and removed was exactly backwards. I did paraphrase my code extensively,
because there was a lot of unrelated code - but I guess I didn't include
enough. I went to create a simpler example using
Hi,
I switched my code around to where the model was being added from the main loop
rather than the update traversal, and it was still crashing. On closer
examination I noticed that the crashes were occurring during the render
traversal, so I began to suspect the effect itself. When I replaced
Hi,
I am trying to implement a mechanism by which selected objects in my scene are
highlighted. Searching the forum I found a reference to the Outline effect (an
implementation of osgFX::Effect) on Ulrich Hertlein's web site
(http://www.sandbox.de/osg/), and I have attempted to integrate it
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