Re: [osg-users] Linesegment, shader

2008-10-07 Thread Leitner, Roland
PROTECTED] Im Auftrag von Robert Osfield Gesendet: Montag, 6. Oktober 2008 18:08 An: OpenSceneGraph Users Betreff: Re: [osg-users] Linesegment, shader Hi Roland, You'll need to be a be more specific about the nature of your problem, as this make a huge difference about what solutions you could

Re: [osg-users] Linesegment, shader

2008-10-07 Thread Robert Osfield
On Tue, Oct 7, 2008 at 7:45 AM, Leitner, Roland [EMAIL PROTECTED] wrote: Hi Robert, thanks for your quick answer. I think that a shader would be the best way at the moment. Do you know any literature or examples for this problem. If you have any ideas please let me know. You still haven't

Re: [osg-users] Linesegment, shader

2008-10-07 Thread Robert Osfield
Hi Roland, On Tue, Oct 7, 2008 at 1:03 PM, Leitner, Roland [EMAIL PROTECTED] wrote: Sorry ;) I need the results (distance map) back to the cpu. If you need the results back on the CPU then you will most likely be best to use a CPU based algorithm. You could render to depth buffer and then read

Re: [osg-users] Linesegment, shader

2008-10-07 Thread Leitner, Roland
Users Betreff: Re: [osg-users] Linesegment, shader Hi Roland, On Tue, Oct 7, 2008 at 1:03 PM, Leitner, Roland [EMAIL PROTECTED] wrote: Sorry ;) I need the results (distance map) back to the cpu. If you need the results back on the CPU then you will most likely be best to use a CPU based algorithm

Re: [osg-users] Linesegment, shader

2008-10-07 Thread Leitner, Roland
. Regards, Roland -Ursprüngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Robert Osfield Gesendet: Montag, 6. Oktober 2008 18:08 An: OpenSceneGraph Users Betreff: Re: [osg-users] Linesegment, shader Hi Roland, You'll need to be a be more specific

Re: [osg-users] Linesegment, shader

2008-10-07 Thread Robert Osfield
Gesendet: Montag, 6. Oktober 2008 18:08 An: OpenSceneGraph Users Betreff: Re: [osg-users] Linesegment, shader Hi Roland, You'll need to be a be more specific about the nature of your problem, as this make a huge difference about what solutions you could possibly pursue. For instance if you

Re: [osg-users] Linesegment, shader

2008-10-07 Thread Leitner, Roland
Osfield Gesendet: Montag, 6. Oktober 2008 18:08 An: OpenSceneGraph Users Betreff: Re: [osg-users] Linesegment, shader Hi Roland, You'll need to be a be more specific about the nature of your problem, as this make a huge difference about what solutions you could possibly pursue. For instance

Re: [osg-users] Linesegment, shader

2008-10-07 Thread Robert Osfield
On Tue, Oct 7, 2008 at 1:42 PM, Leitner, Roland [EMAIL PROTECTED] wrote: Okay, I have to try it. Could you give me any code or literature to implement this for (first) one ray? osgUtil::IntersectionVisitor coupled with a osgUtil::LineSegmentIntersector is your first point of call on the OSG

Re: [osg-users] Linesegment, shader

2008-10-07 Thread Paul Melis
An: OpenSceneGraph Users Betreff: Re: [osg-users] Linesegment, shader Hi Roland, On Tue, Oct 7, 2008 at 1:03 PM, Leitner, Roland [EMAIL PROTECTED] wrote: Sorry ;) I need the results (distance map) back to the cpu. If you need the results back on the CPU then you will most likely be best to use a CPU

[osg-users] Linesegment, shader

2008-10-06 Thread Leitner, Roland
Dear all osg users, I meassure the distance of a ray (linesegment) from a given point (start point of the ray) to the first intersection of this ray with any object in the scene. Now I need more than one ray (up to 4000 rays) to simulate a sensor. I have read that it could be done with a

Re: [osg-users] Linesegment, shader

2008-10-06 Thread Robert Osfield
Hi Roland, You'll need to be a be more specific about the nature of your problem, as this make a huge difference about what solutions you could possibly pursue. For instance if you don't need any results on the CPU and you want the results to be screen space then using shaders is a very good way