Yes I implemented something like that! Thanks ! 2017-06-29 19:45 GMT+01:00 Christian Buchner <christian.buch...@gmail.com>:
> > A uniform specific to each tile that defines the dimensions for the valid > part of the tile? The shader would get the gl_FragCoord, compare it against > the threshold and return a transparent color for pixels outside the valid > bounds. > > Christian > > > 2017-06-29 11:28 GMT+02:00 Bruno Oliveira <bruno.manata.olive...@gmail.com > >: > >> Hello, >> >> >> I have a big image to be rendered (100k pixels each side), hence I am >> partitioning that image in Image Tiles. >> >> Each tile has 256 x 256 pixels. Each tile consists of a osg::Geometry >> quad, with a texture bound to it. I put all those tiles in an osg::Group. >> I use a fragment shader that is global to all tiles (I apply it to the >> osg::Group's StateSet). It is a very simple shader and consists only of a >> texture lookup in each tile: >> >> gl_FragColor = texture2D(texture, vec2(x, y)); >> >> The problem now is that in the image limits, some extra pixels are >> rendered (because my images' size is not multiple of 256). For instance, if >> my image size is 1000 pixels in x, the last 24 pixels are not valid and >> shall be transparent (because it will have 4 tiles = 256 * 4 pixels = >> 1024). The last tile should only be rendered up to the pixel 232 ( 256 - 24 >> = 232) >> >> What is the best way of limiting my rendering up to that pixel, WITHOUT >> defining a new shader for EVERY tile? ( I really want a single fragment >> shader bound to the whole group for performance reasons) >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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