Hi Michael,
Using that many separate transform nodes will not be efficient. Is
there a reason why you are using so many transforms in each subgraph?
I think it would be best to explain at a high level what you are
trying to achieve as there a number of different approaches one can
take to tackle
It turns out that using point sprites is not an option for me as I now have a
requirement that the objects must rotate with the world. I could use
AutoTransform with setAutoScaleToScreen(true) and
setAutoRotateMode(NO_ROTATION), but it's still not quite fast enough for my
application. I am
Hi, Michael
Alpha to coverage have any effect only when drawing to csaa or msaa
multisampled render target or fb.
Cheers,
Sergey.
06.07.2012, 03:00, Michael Schanne michael.scha...@gmail.com:
Alpha to coverage didn't have any visible effect, but using alpha testing
instead seems to work:
Alpha to coverage didn't have any visible effect, but using alpha testing
instead seems to work:
Code:
osg::AlphaFunc *af = new osg::AlphaFunc();
af-setFunction(osg::AlphaFunc::GEQUAL, 0.75f);
ss-setAttributeAndModes(af, osg::StateAttribute::ON);
Cheers,
Michael[/code]
--
Thanks!
My other mistake was using DECAL instead of REPLACE in my TexEnv. I didn't
realize DECAL was keeping the point's original alpha, which made the entire
point sprite transparent, not just the X.
I still don't quite have the visual effect I want yet. When the X's are close
enough to
maybe you can use alpha to coverage? It's another state attribute you can set,
maybe you can google that
It only works if you have antialiasing enabled.
Cheers,
Martin
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48695#48695
My initial implementation with AutoTransform is not fast enough for my
application. I have thousands of MatrixTransforms sharing a single
AutoTransform with a child Geode, containing a geometry with two lines. I was
getting around 17 fps. Removing the AutoTransforms improved the framerate to
You have to enable blending.
Try this:
[code]
ss-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
ss-setMode(GL_BLEND,osg::StateAttribute::OVERRIDE |
osg::StateAttribute::PROTECTED | osg::StateAttribute::ON);
[/code]
Thank
AutoTransform was exactly what I needed; thanks :)
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=46638#46638
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If you don't need the overlays to be clickable then you can also attach point
sprites to your scene elements. That should be a little more performant than
the autotransform thing. Turn off depth test to make the icons shine through.
Cheers,
Martin
--
Read this topic online
On 03/26/2012 09:03 AM, Michael Schanne wrote:
Hi,
I want to use OSG to create an overlay where I have different symbols marking certain
points in my scene. I want these symbols to remain a constant size in screen
coordinates until crossing certain thresholds (for example, they are size A
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