Switching the shader to use *2D instead of *2DRect fixed it. Thanks!
Mark
Mark A. Bolstad
Scientific Computing
Janelia Farm Research Campus
Howard Hughes Medical Institute
19700 Helix Drive, Ashburn, VA 20147
email: bolst...@janelia.hhmi.org
office: +1.571.209.4623
web: http://www.hhmi.org/jane
Hi, Mark
Afaik osgdistortion uses 2d textures not rect textures.
Cheers,
Sergey.
18.07.2011, 11:42, "J.P. Delport" :
> Hi,
>
> I can't follow what you expect and what is working/not?
>
> If you are using 2DRect remember that texture coords are not between 0
> and 1, so it does not make sense to
Hi,
I can't follow what you expect and what is working/not?
If you are using 2DRect remember that texture coords are not between 0
and 1, so it does not make sense to directly put them into colours then.
jp
On 15/07/2011 20:31, Bolstad, Mark wrote:
So I've done some testing. I've decided to
So I've done some testing. I've decided to go the shader route as it will give
the most flexibility. I've modified osgdistortion from the latest svn. At the
end is a short patch to show the changes.
The main problem I'm getting is that the FBO texture doesn't appear to be
passing to the shader
Hi,
On 14/07/2011 16:37, Jason Daly wrote:
On 07/14/2011 10:08 AM, Bolstad, Mark wrote:
I like the idea of combining the passes into one, but if I had a blue
object and had to mask it into the red channel, wouldn't it just be
black?
Yes, it would be black on the red and green passes, but it w
Hi,
On 14/07/2011 16:08, Bolstad, Mark wrote:
I like the idea of combining the passes into one, but if I had a blue
object and had to mask it into the red channel, wouldn't it just be black?
I had talked to a professor who had suggested a one-line fragment shader
to do RGB-> Luminance and use C
On 07/14/2011 10:08 AM, Bolstad, Mark wrote:
I like the idea of combining the passes into one, but if I had a blue
object and had to mask it into the red channel, wouldn't it just be black?
Yes, it would be black on the red and green passes, but it would show up
on the blue pass. When you com
I like the idea of combining the passes into one, but if I had a blue object
and had to mask it into the red channel, wouldn't it just be black?
I had talked to a professor who had suggested a one-line fragment shader to do
RGB-> Luminance and use Color Masking to write into the appropriate chan
Hi,
On 14/07/2011 14:58, Jean-Sébastien Guay wrote:
Hi Mark, JP,
I think easiest would
be to render to 3 luminance textures and then combine in another step
into rgb.
Why not render 3 passes into the same RGB texture but just write to one
channel per pass using color masking? You'd save the
Hi Mark, JP,
I think easiest would
be to render to 3 luminance textures and then combine in another step
into rgb.
Why not render 3 passes into the same RGB texture but just write to one
channel per pass using color masking? You'd save the combine pass.
J-S
--
__
Hi,
On 13/07/11 17:04, Bolstad, Mark wrote:
For an application that we are developing, I need to be able to render
three different objects into the three color channels separately, then
render to the display. I'm currently using a setup similar to
osgdistortion. The question is how to render int
For an application that we are developing, I need to be able to render three
different objects into the three color channels separately, then render to the
display. I'm currently using a setup similar to osgdistortion. The question is
how to render into a single channel. My setup looks like:
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