Hi Stephane,
On Thu, May 22, 2008 at 4:02 PM, Stephane Lamoliatte
<[EMAIL PROTECTED]> wrote:
> Robert, don't you think this feature could be done by some kind of custom
> osgFX::Effect node ?
You could probably write a custom node that overrides the cull
callback and post processes/rebuild the St
Robert, don't you think this feature could be done by some kind of
custom osgFX::Effect node ?
Robert Osfield a écrit :
Hi Viggo,
It sounds like you need a feature that the OSG doesn't have, the
ability to do StateSet substitution, i.e. you take a StateState this
is attached to the scene graph
Hi Viggo,
It sounds like you need a feature that the OSG doesn't have, the
ability to do StateSet substitution, i.e. you take a StateState this
is attached to the scene graph, but rather than use this directly when
setting up the rendering backend it gets substituted with the one you
actually want
Hi Viggo,
> I need to render the scene many times each frame.
> The first render is a normal one, so I need no change in
> textures, states or shaders.
> The second render is a multi target render. Here I need to
> change all the fragment shaders that my scene uses. Each
> shader need to output
Hi,
My scene contains models that use one or many textures, some use vertex and
fragment shaders of different kinds. Complex but good looking :-)
I need to render the scene many times each frame.
The first render is a normal one, so I need no change in textures, states or
shaders.
The secon
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