Hi,
I'm facing a challenge trying to use osgParticle with customizations
which I need to use modern techniques to build a shader based particle
system.
The problem is, that I want to use a vertex-attribute based
implementation, where I need some additional properties and uniforms to
be pushed
Hi Sebastian,
osgParticle is mostly quite an old CPU based design+implementation so
can be a bit awkward to fit around the needs of a shader based
approach.
What approach to take will depending upon the needs of your particular
task, which you haven't explained, so I can't provide any specific
ad
Hi Robert,
Hi Sebastian,
osgParticle is mostly quite an old CPU based design+implementation so
can be a bit awkward to fit around the needs of a shader based
approach.
That's what I'm trying to come around, and I might have a way.
What approach to take will depending upon the needs of your pa
Hi Laura,
the osgGA library holds classes that are responsible for managing events
from mouse, keyboard etc. You would be interested in osgGA::GUIEventHandler
and its *handle* method. So You might want to inherit and override the *handle
*method that will do processing based on keypress event - th
Hi,
when i type "S" we can see status information.
such as frame rates.
is it possible to save the frame rates to the variable?
Thank you!
Cheers,
Kim
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http://forum.openscenegraph.org/viewtopic.php?p=59178#59178
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