Re: [osg-users] osgFX::Outline implementation for OpenGL ES?

2012-10-19 Thread Filip Arlet
Hi,

osgFX wont help in this case, but I think MatrixTransform or 
PositionAttitudeTranform (preffered) can do scaling, or second camera, at 
closer z position.

Cheers,
Filip

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Re: [osg-users] osgFX::Outline implementation for OpenGL ES?

2012-10-18 Thread Philip Lamb
So it looks like a viable option for an OpenGL ES 1.x-compatible outline is to 
scale the model in the second pass (rather than drawing wireframe), calculating 
the scaling factor so that it outlines the normal-size model by approximately 
the required amount.

With a couple of approximations, the scaling factor works out a bit like this:

scalef = ((2 * outlineWidth / viewPortHeight) + 1) * projection[1][1] * 
distanceFromCentreOfModelBoundingSpehereToEye / modelBoundingSphereRadius;

and that's fine, but now the difficult part can a scaling operation even be 
implemented within the constraints of osgFX's pathways? If so, how? And if so, 
how can I retrieve the projectionMatrix, viewPort, and distance to the eyepoint?

TIA,
Phil.

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[osg-users] osgFX::Outline implementation for OpenGL ES?

2012-10-18 Thread Philip Lamb
Hi all,

osgFX::Outline is quite a useful effect to have, but due to its dependency on 
glPolygonMode, doesn't function on OpenGL ES implementations.

Does anyone have any suggestions or even an implementation of osgFX::Outline 
that will work on OpenGL ES?

There appear to be promising approaches out there which do two passes, where 
the second moves each vertex along its normal by an amount proportional to the 
z distance in eye coordinates, but I wouldn't even know where to begin to 
implement this in OpenSceneGraph within the existing osgFX classes.

Regards,
Phil
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