Hi,
Thanks a lot for this idea !
I'll try to do something based on it.
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Let's say I have two cameras with identical view frusta, say a main camera
and a camera for reflections that contain the same objects, only flipped.
Is there any way I can avoid incurring the overhead of culling once for
each camera, when the results will be the same for both? Basically I'd like
Frank Kane wrote on 2012-12-06:
Let's say I have two cameras with identical view frusta, say a main
camera
and a camera for reflections that contain the same objects, only
flipped.
Except for in very specific situations, the objects in the reflection
camera's frustum aren't going to be the
Hi Frank,
On 6 December 2012 13:50, Frank Kane fk...@sundog-soft.com wrote:
Let's say I have two cameras with identical view frusta, say a main camera
and a camera for reflections that contain the same objects, only flipped.
Is there any way I can avoid incurring the overhead of culling once
robertosfield wrote:
I wouldn't recommend trying to be clever by reusing culling results as the
rendering backend is rather more sophisticated than just a list of results
Thanks Robert. I thought it might be more trouble than it would be worth. In a
release build, the culling isn't too
Hi,
I'm intersted by this topic, because in my application, sometimes I need to
render the same scene multiple times.
For example, I render the scene a first time to generate a regular OpenGL image.
Then I render with different shaders/textures to generate an image with
computation results
One approach is to create a custom RenderBin. The cull pass collects
RenderLeaf objects and puts them into the bin. Each RenderLeaf contains a
single Drawable along with its modelview matrix, projection martix, and
state graph. You can tweak these properties at draw time, or even draw a
leaf
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