Hi Robert,
many thanks for your answers and support. I'm far from reclaiming something.
So as I understand your explanation the information I expected during cull
trversal is just not there.
So I'll look for another solution.
Thanks again
- Werner -
Am 02.02.2021 um 13:59 schrieb Robert
On Tue, 2 Feb 2021 at 10:38, Werner Modenbach <
werner.modenb...@modenbach-ac.de> wrote:
> Hi Robert,
>
Replying to osg-users list so that others can chip in with insights or
learn from the discussion.
> I think I'm close to getting the solution.
> Unfortunately the CullStack doesn't handle
ok i get it,i feel sorry for that
Robert Osfield 于2021年2月1日周一 下午6:45写道:
> On Mon, 1 Feb 2021 at 10:38, 杨光 wrote:
>
>> Hello, I’m sorry to ask you, I use shader on osgearth, the coloring
>> effect is unsatisfactory, and the coloring area will change with the
>> movement of the camera, can you
On Mon, 1 Feb 2021 at 10:38, 杨光 wrote:
> Hello, I’m sorry to ask you, I use shader on osgearth, the coloring effect
> is unsatisfactory, and the coloring area will change with the movement of
> the camera, can you give some hints on this question ?
>
If you have an unrelated question it's
Hello, I’m sorry to ask you, I use shader on osgearth, the coloring effect
is unsatisfactory, and the coloring area will change with the movement of
the camera, can you give some hints on this question ?
在2021年2月1日星期一 UTC+8 上午2:19:34 写道:
> Hi Werner,
>
> You'll need to override the Cull
Hi Werner,
You'll need to override the Cull traversal behavior and get the StateSet
stack from the CullVisitor. I don't recall the details off the top of my
head so you'll need to look at the osgUtil::CullVisitor and it's parent
class osg::CullStack for the tracking of state.
Robert.
I created my own derived LOD node class and implemented the traverse(...)
method.
I want to control the detail level decision from a StateSet some node further
up in the nodePath.
So my traverse(...) method needs to read some userData or read the value of an
accumulated Uniform (with respect
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