Re: [osg-users] bluring model edges
Harash, now I understand what you were talking about. I am attempting to use the hdr example from osgPPU to perform the following procedure you outlined. However, I am having difficulty in breaking out the blur section of the hdr example provided with osgPPU. Could you possibly tell me what I am missing from my code here? Code: #include stdafx.h #include osgViewer/Viewer #include osgDB/ReadFile #include osg/ShapeDrawable #include iostream #include osg/Texture2D #include osg/Camera #include osgPPU/Processor.h #include osgPPU/UnitInOut.h #include osgPPU/UnitOut.h #include osgPPU/UnitTexture.h #include osgPPU/ShaderAttribute.h #include osgPPU/Unit.h #include osgPPU/UnitInOut.h #include osgPPU/UnitText.h #include osgPPU/UnitInResampleOut.h #include osgPPU/UnitInMipmapOut.h #include osgPPU/UnitOutCapture.h #include osgPPU/UnitBypass.h #include osgDB/ReaderWriter #include osgDB/ReadFile osg::Texture* createRenderTexture3(int tex_width, int tex_height, bool depth) { // create simple 2D texture osg::Texture2D* texture2D = new osg::Texture2D; texture2D-setTextureSize(tex_width, tex_height); texture2D-setResizeNonPowerOfTwoHint(false); texture2D-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); texture2D-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); texture2D-setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER); texture2D-setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER); texture2D-setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); osg::Image *image = new osg::Image(); image-allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_FLOAT); memset(image-data(), 0, image-getTotalSizeInBytes()); texture2D-setImage(image); texture2D-setUnRefImageDataAfterApply(true); // setup float format if (!depth) { texture2D-setInternalFormat(GL_RGBA16F_ARB); texture2D-setSourceFormat(GL_RGBA); texture2D-setSourceType(GL_FLOAT); }else{ texture2D-setInternalFormat(GL_DEPTH_COMPONENT); } return texture2D; } //-- // Quad //-- osg::Drawable* createSquare2(float textureCoordMax=1.0f) { // set up the Geometry. osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* coords = new osg::Vec3Array(4); (*coords)[0].set(-1.0f,0.0f,1.0f); (*coords)[1].set(-1.0f,0.0f,-1.0f); (*coords)[2].set(1.0f,0.0f,-1.0f); (*coords)[3].set(1.0f,0.0f,1.0f); geom-setVertexArray(coords); osg::Vec3Array* norms = new osg::Vec3Array(1); (*norms)[0].set(0.0f,-1.0f,0.0f); geom-setNormalArray(norms); geom-setNormalBinding(osg::Geometry::BIND_OVERALL); osg::Vec2Array* tcoords = new osg::Vec2Array(4); (*tcoords)[0].set(0.0f,0.0f); (*tcoords)[1].set(0.0f,textureCoordMax); (*tcoords)[2].set(textureCoordMax,textureCoordMax); (*tcoords)[3].set(textureCoordMax,0.0f); geom-setTexCoordArray(0,tcoords); geom-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4)); return geom; } //-- int main(int argc, char **argv) { // construct the scene osg::Group* node = new osg::Group(); osg::Drawable* quad = createSquare2(); osg::Geode* geode = new osg::Geode(); geode-addDrawable(quad); node-addChild(geode); // construct the viewer. osgViewer::Viewer* viewer = new osgViewer::Viewer(); unsigned int screenWidth; unsigned int screenHeight; osg::GraphicsContext::getWindowingSystemInterface()-getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), screenWidth, screenHeight); unsigned int windowWidth = 640; unsigned int windowHeight = 480; viewer-setUpViewInWindow((screenWidth-windowWidth)/2, (screenHeight-windowHeight)/2, windowWidth, windowHeight); viewer-setThreadingModel(osgViewer::Viewer::SingleThreaded); // stateset osg::StateSet *stateSet = quad-getOrCreateStateSet(); // texture osg::Texture2D* texture = new osg::Texture2D; osg::Image* image = osgDB::readImageFile(C:\\projects\\exampleOsg1\\Data\\Images\\lz.rgb); if (!image) { std::cout couldn't find texture, quiting. std::endl; return 1; } texture-setImage(image); osgPPU::UnitTexture* unitTexture= new osgPPU::UnitTexture(texture); // // First osgPPU::UnitInOut* unitInOut= new osgPPU::UnitInOut(); unitInOut-setInputToUniform(unitTexture,textureNameInShader,true); osgPPU::ShaderAttribute* shaderAttribute= new osgPPU::ShaderAttribute(); { osg::Shader* shader= new osg::Shader(osg::Shader::FRAGMENT); const char* shaderSource= uniform sampler2D textureNameInShader;\n
Re: [osg-users] bluring model edges
Hi, does anyone know where the examples are for using osgPPU? I can not find any on his sight. And documentation, too, that is more than the class layout offered on the sight. I need deeper explanations than just class/method blurbs. Thank you! Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26073#26073 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Hi, Thx! I found them. Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26103#26103 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Guy and Julia I still can not get this code snippet to work. Would you please tell me what I might be missing? I've provided my sample code and have commented out the code snippet below because I could never see any changes. Guy wrote: Julia, I never tried it but you should enable GL_POLYGON_SMOOTH, and enable alpha blending for the object you want to 'blur'. For example: osg::StateSet * stateset = geode-getOrCreateStateSet(); stateset-setMode(GL_POLYGON_SMOOTH, osg::StateAttribute::ON); osg::BlendFunc *fn = new osg::BlendFunc(); fn-setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA); stateset-setAttributeAndModes(fn, osg::StateAttribute::ON); stateset-setMode(GL_BLEND, osg::StateAttribute::ON); stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); Good luck, Guy. Hi, Is it possible to blur the edges of a model in OSG with whatever is behind? Currently the edges of the models in my scene are too sharp and would look better if there was a translucent overlap at the edges. Is this possible to achieve in OSG, or is this kind of functionality more relevant to OpenGL? Thank you, Julia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8918#8918 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26104#26104 Attachments: http://forum.openscenegraph.org//files/exampleosg1_185.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Hi, Morphological Antialiasing (MLAA) is a Post Processing technique. you could try with osgPPU. ie can this methodology be performed in milliseconds? : Like other Post Processing technique, it's depend of your shader complexity and your output resolution. An example : http://www.highdefforum.com/gaming-systems/107094-mlaa-technique-can-give-results-4x-better-than-16x-msaa.html -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Guy, I have tried this code snippet, too, and I am not getting any results. None. No changes in the look of my model or a constructed pyramid. Could you perhaps tell me what I am missing? I have attached my blend app, which is a direct copy of the blendequation app from the OSG website. I commented out the blend equation code dropped this snippet in. Thanks. Guy wrote: For example: osg::StateSet * stateset = geode-getOrCreateStateSet(); stateset-setMode(GL_POLYGON_SMOOTH, osg::StateAttribute:: ON); osg::BlendFunc *fn = new osg::BlendFunc(); fn-setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA); stateset-setAttributeAndModes(fn, osg::StateAttribute:: ON); stateset-setMode(GL_BLEND, osg::StateAttribute:: ON); stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25799#25799 Attachments: http://forum.openscenegraph.org//files/main_blendexample_210.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Thank you Yann. Does anyone know how to install osgPPU on windows? I'm close but I am getting errors that gl.h can not be found, yet I've installed OSG by following the osg installation method given for windows xp. I had to install cudatoolkit from nVida - I'm running on an nVidia card: 9600gt. So, I used CMake on osgPPU to build an MSVS 2005 sln for osgPPU. Well, all compiles well except for cudakernel, which seems to require the openGL gl.h file. Or is this question best asked in another thread all-together? yann le paih wrote: Hi, Morphological Antialiasing (MLAA) is a Post Processing technique. you could try with osgPPU. ie can this methodology be performed in milliseconds? : Like other Post Processing technique, it's depend of your shader complexity and your output resolution. An example : http://www.highdefforum.com/gaming-systems/107094-mlaa-technique-can-give-results-4x-better-than-16x-msaa.html (http://www.highdefforum.com/gaming-systems/107094-mlaa-technique-can-give-results-4x-better-than-16x-msaa.html) -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 () -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25845#25845 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Hi, Morphological Antialiasing maybe an other solution : http://visual-computing.intel-research.net/publications/publications.htm http://visual-computing.intel-research.net/publications/mlaa.pdf http://visual-computing.intel-research.net/publications/testMLAA.zip Yann On Tue, Mar 16, 2010 at 8:28 PM, Harash Sharma harashsha...@yahoo.comwrote: Hi Julia, Allen, I have one solution that most probably seems to be wht you are looking for. I have been using OSG for doing some image processing. Thanks to Mr. Art Tevs' osgPPU. Render the scene to a texture T1, High pass filter this image using a shader to extract the edges (store to T2), followed by a Gaussian filtering of T2. Overlay this processed image over the original with a weight factor. Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] -- T3-| | +-- T4 -- Output to Framebuffer || Regards Harash -- *From:* Allen Saucier allen.sauc...@itt.com *To:* osg-users@lists.openscenegraph.org *Sent:* Tue, March 16, 2010 8:27:51 PM *Subject:* Re: [osg-users] bluring model edges Hi, I am in need of this type of feature, too. I need to be able to take a model fuzz it's edges, though I must admit that I don't fully understand the code given, I'll try this. Thanks Guy for the ideas. Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25726#25726 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Hi Harash. Well, I truly do not know what you're talking about but I kinda understand in principle. Would your methodology work in a real time simulation - ie can this methodology be performed in milliseconds? 2nd question: where would I start? I've no idea how to render a scene to a texture let alone where to even find a high pass filter. Would you explain how to do this in osg? Thanks Harash. :) Harash Sharma wrote: Hi Julia, Allen, I have one solution that most probably seems to be wht you are looking for. I have been using OSG for doing some image processing. Thanks to Mr. Art Tevs' osgPPU. Render the scene to a texture T1, High pass filter this image using a shader to extract the edges (store to T2), followed by a Gaussian filtering of T2. Overlay this processed image over the original with a weight factor. Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] -- T3-| | +-- T4 -- Output to Framebuffer || Regards Harash From: Allen Saucier To: Sent: Tue, March 16, 2010 8:27:51 PM Subject: Re: bluring model edges Hi, I am in need of this type of feature, too. I need to be able to take a model fuzz it's edges, though I must admit that I don't fully understand the code given, I'll try this. Thanks Guy for the ideas. Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25726#25726 ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25761#25761 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Yann, can this be perfomed in OSG? yann le paih wrote: Hi, Morphological Antialiasing maybe an other solution : http://visual-computing.intel-research.net/publications/publications.htm (http://visual-computing.intel-research.net/publications/publications.htm) http://visual-computing.intel-research.net/publications/mlaa.pdf (http://visual-computing.intel-research.net/publications/mlaa.pdf) http://visual-computing.intel-research.net/publications/testMLAA.zip (http://visual-computing.intel-research.net/publications/testMLAA.zip) Yann On Tue, Mar 16, 2010 at 8:28 PM, Harash Sharma () wrote: Hi Julia, Allen, I have one solution that most probably seems to be wht you are looking for. I have been using OSG for doing some image processing. Thanks to Mr. Art Tevs' osgPPU. Render the scene to a texture T1, High pass filter this image using a shader to extract the edges (store to T2), followed by a Gaussian filtering of T2. Overlay this processed image over the original with a weight factor. Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] -- T3-| | +-- T4 -- Output to Framebuffer || Regards Harash From: Allen Saucier () To: () Sent: Tue, March 16, 2010 8:27:51 PM Subject: Re: bluring model edges Hi, I am in need of this type of feature, too. I need to be able to take a model fuzz it's edges, though I must admit that I don't fully understand the code given, I'll try this. Thanks Guy for the ideas. Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25726#25726 (http://forum.openscenegraph.org/viewtopic.php?p=25726#25726) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 () -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25762#25762 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Hi Allen, Yes, This principle does work in real time. I do a more intense computation and am still able to get 60+ fps. For this you need to use osgPPU in your project. This library allows you to define your Post Processing pipeline. Mr. Art Tevs has provided some very good examples with the library. Your Processing pipeline consists of a bypass unit (to bring the rendered frame into the pipeline), followed by an arrangement of I/O units where the processing of each unit can be defined by means of shader programs (like in your case the filters will have to be implemented as shaders) and finally an Out unit to display the result. I will suggest that you kindly download and go thru osgPPU examples (especially osgPPUGlow) as this more or less works in the way you require. Regards Harash. From: Allen Saucier allen.sauc...@itt.com To: osg-users@lists.openscenegraph.org Sent: Wed, March 17, 2010 8:46:50 PM Subject: Re: [osg-users] bluring model edges Hi Harash. Well, I truly do not know what you're talking about but I kinda understand in principle. Would your methodology work in a real time simulation - ie can this methodology be performed in milliseconds? 2nd question: where would I start? I've no idea how to render a scene to a texture let alone where to even find a high pass filter. Would you explain how to do this in osg? Thanks Harash. :) Harash Sharma wrote: Hi Julia, Allen, I have one solution that most probably seems to be wht you are looking for. I have been using OSG for doing some image processing. Thanks to Mr. Art Tevs' osgPPU. Render the scene to a texture T1, High pass filter this image using a shader to extract the edges (store to T2), followed by a Gaussian filtering of T2. Overlay this processed image over the original with a weight factor. Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] -- T3-| | +-- T4 -- Output to Framebuffer || Regards Harash From: Allen Saucier To: Sent: Tue, March 16, 2010 8:27:51 PM Subject: Re: bluring model edges Hi, I am in need of this type of feature, too. I need to be able to take a model fuzz it's edges, though I must admit that I don't fully understand the code given, I'll try this. Thanks Guy for the ideas. Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25726#25726 ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25761#25761 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Hi, I am in need of this type of feature, too. I need to be able to take a model fuzz it's edges, though I must admit that I don't fully understand the code given, I'll try this. Thanks Guy for the ideas. Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25726#25726 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Hi Julia, Allen, I have one solution that most probably seems to be wht you are looking for. I have been using OSG for doing some image processing. Thanks to Mr. Art Tevs' osgPPU. Render the scene to a texture T1, High pass filter this image using a shader to extract the edges (store to T2), followed by a Gaussian filtering of T2. Overlay this processed image over the original with a weight factor. Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] -- T3-| | +-- T4 -- Output to Framebuffer || Regards Harash From: Allen Saucier allen.sauc...@itt.com To: osg-users@lists.openscenegraph.org Sent: Tue, March 16, 2010 8:27:51 PM Subject: Re: [osg-users] bluring model edges Hi, I am in need of this type of feature, too. I need to be able to take a model fuzz it's edges, though I must admit that I don't fully understand the code given, I'll try this. Thanks Guy for the ideas. Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25726#25726 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
oh really so it is meant to just effect the edges? That is great to know that this functionality is supported. I wonder why it causes the skeleton of the model to show through (see attached screenshot for what Im talking about) I am not very familiar with the OpenGL state settings - do you know of any potentially relevant settings that might help? Julia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9259#9259 attachment: dumptruck.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Hi Julia, If you use pure OpenGL to render the model, with the polygon smooth state enabled, does it have the same effect? Guy. -- oh really so it is meant to just effect the edges? That is great to know that this functionality is supported. I wonder why it causes the skeleton of the model to show through (see attached screenshot for what Im talking about) I am not very familiar with the OpenGL state settings - do you know of any potentially relevant settings that might help? Julia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9259#9259 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
hi Guy, I tried this code and didn't notice any blurring, although for some reason the skeleton in my models became exposed (the same effect as the osgscribe example). If I understand right this example is meant to blur the entire model - is that right? Because I just want to blur the model edges while keeping the rest of the model clear. Is there a way to do that? thanks for the example, Julia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9048#9048 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Well, It should have given fractional alpha values only on the object edges... It would be interesting if you could check your object using a pure OpenGL code. Maybe it's a card issue, maybe there are other modes that interfere... Sorry it didn't help, Guy. -- hi Guy, I tried this code and didn't notice any blurring, although for some reason the skeleton in my models became exposed (the same effect as the osgscribe example). If I understand right this example is meant to blur the entire model - is that right? Because I just want to blur the model edges while keeping the rest of the model clear. Is there a way to do that? thanks for the example, Julia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9048#9048 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] bluring model edges
Hi, Is it possible to blur the edges of a model in OSG with whatever is behind? Currently the edges of the models in my scene are too sharp and would look better if there was a translucent overlap at the edges. Is this possible to achieve in OSG, or is this kind of functionality more relevant to OpenGL? Thank you, Julia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8918#8918 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Julia, I never tried it but you should enable GL_POLYGON_SMOOTH, and enable alpha blending for the object you want to 'blur'. For example: osg::StateSet * stateset = geode-getOrCreateStateSet(); stateset-setMode(GL_POLYGON_SMOOTH, osg::StateAttribute::ON); osg::BlendFunc *fn = new osg::BlendFunc(); fn-setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA); stateset-setAttributeAndModes(fn, osg::StateAttribute::ON); stateset-setMode(GL_BLEND, osg::StateAttribute::ON); stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); Good luck, Guy. Hi, Is it possible to blur the edges of a model in OSG with whatever is behind? Currently the edges of the models in my scene are too sharp and would look better if there was a translucent overlap at the edges. Is this possible to achieve in OSG, or is this kind of functionality more relevant to OpenGL? Thank you, Julia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8918#8918 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org