Just write a fragment shader that looks up a 1D texture (containing a color gradient) based on the fragment's Z coordinate.
You could whip up a demo of this in something like ShaderToy very quickly; On Thu, Jul 28, 2016 at 7:49 AM, Dario Minieri <para...@cheapnet.it> wrote: > Hi, > > I would to implement a rendering pass which emulates a sidescan sonar. In > practice I would to rendering an image of current frustum view "colored" in > base to distance of objects. Can you suggest to me a good way to achieve > that? I think I have to work about depth map but maybe you can suggest to > me some example which works around this problem. > > Thank you! > > Cheers, > Dario > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=68219#68219 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Legal/IP • Code Forensics • Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775) 623-PIXL [7495]
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