Hi Paul,
On Mon, May 19, 2008 at 12:51 PM, [EMAIL PROTECTED] wrote:
The OSG's FBO implementation doesn't yet support anti-aliasing, but it
shouldn't be difficult extension to add support for. I do have this
on my TODO list, just unfortunately quite within grasp as I've been so
swamped with
Hi, Robert,
As you know, I'm current doing volume rendering work. Currently I've
done a GPU voxelization using FBO but the sawtooth of the images
greatly affects the result. So I'm very expecting FBO with
anti-aliasing and please let know where the code with OSG1.2? I can
have a reference.
On Mon, May 19, 2008 at 3:01 PM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert,
As you know, I'm current doing volume rendering work. Currently I've done a
GPU voxelization using FBO but the sawtooth of the images greatly affects
the result. So I'm very expecting FBO with anti-aliasing and
On Feb 15, 2008 6:53 PM, [EMAIL PROTECTED] wrote:
What is the status of FBO Anti-Aliasing? It doesn't look like it is in 2.3.4.
Still waiting for someone to have the time to read the specs and
implement the feature.
Any idea what I need to do to get FBO Anti-Aliasing. I'm currently using OSG
Sent: Friday, January 25, 2008 4:47:48 AM
Subject: Re: [osg-users] FBO and Antialiasing
Hi Stephane,
The OSG's FBO implementation doesn't yet support anti-aliasing, but it
shouldn't be difficult extension to add support for. I do have this
on my TODO list, just unfortunately quite within grasp
Hi Stephane,
The OSG's FBO implementation doesn't yet support anti-aliasing, but it
shouldn't be difficult extension to add support for. I do have this
on my TODO list, just unfortunately quite within grasp as I've been so
swamped with other work.
Robert.
On Jan 24, 2008 9:49 PM, Stephane
3 options (there may be others)
1) Depending on the fidelity you need, render to a fbo some factor the
desired size of your target then downsample in fragment shader (Alternatively,
use generate mipmaps in the camera-attach() when you apply the target to your
fbo and let the gpu downsample
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