Hi Ken,
On Tue, Feb 24, 2009 at 9:39 PM, Ken George ken...@hotmail.com wrote:
I did attempt the setRenderingCache(0) and that didn't seem to have any
effect.
I also looked at using 2 cameras, but was not successful. I didn't use a
switch node and so that could work.
I did change the
I did attempt the setRenderingCache(0) and that didn't seem to have any effect.
I also looked at using 2 cameras, but was not successful. I didn't use a
switch node and so that could work.
I did change the renderStage code to detect when the rendering implementation
changed and to then call
Ken,
I experienced something similar with osgPPU. I can add a osgPPU post processor
to a camera and even switch between different post processors, but returning to
a non render-to-texture camera did not work. For now I am settling for using a
pass though post processor, but I would like to
Hi Ken, Roland,
would it add more problems if you use 2 cameras (one with postprocessing and
another one without) and just switch between those 2 cameras? There exists
osg::Switch-node which can do this for you. However I haven't tried to switch
cameras, but I think it should work too.
On Mon, Feb 23, 2009 at 11:18 AM, Art Tevs osgfo...@tevs.eu wrote:
would it add more problems if you use 2 cameras (one with postprocessing and
another one without) and just switch between those 2 cameras? There exists
osg::Switch-node which can do this for you. However I haven't tried to
I'm trying to use a FRAME_BUFFER_OBJECT render target implementation to render
to a texture and then perform post processing. It works, but I would like to
toggle the post processing on/off. If I set the render target implementation
back to FRAME_BUFFER, it does not work because the camera
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