Hi,
I think there might be a small bug in osg::OcclusionQueryNode, that I've yet to
find.
Here is a small example with a line triangle, that shows the problem.
I added no face geometry so the lines should basically always be visible when
in view.
Each line is under an OcclusionQueryNode, but
I took the coward's way out before and manually changed the min and mag filter
settings in the VPB src to accomplish this task. This worked in a pinch but
I'd like to get back on the VPB trunk and learn how to do this the right way.
Any advise on how to search an entire PagedLOD terrain
It looks like what I might need is the code from the fourth post on this page:
http://forum.openscenegraph.org/viewtopic.php?t=2130
My current NodeVisitor is very similar to this, I just wasn't familiar with
using the osgDB::Registry::instance()-readNodeImplementation() part of the
code and
Ok, that was exactly what i needed.
Thanks a lot!
Cheers,
Alex
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=51624#51624
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Hi All,
in my application I need an FBO camera to render different frames into
different textures, because they will be used by an encoder and thus need
to persist for some time.
I haven't found an easy way to copy the contents of a texture or of an FBO
into another texture.
So during the update
Hi Riccardo,
Setting up the camera's rendering backend on each frame will be expensive.
Personally I'd just using multiple RTT Camera each with their own FBO and
Textures associated with them. Using a Switch, Sequence or NodeMask's you
can select which of the Camera you want to render to on each
Hi all
I'm trying to track down some memory leaks in my application which uses osgPPU.
I noticed a difference between the following two methods of cascading units:
- When I cascade units through childUnit-setInputToUniform(parentUnit, ...),
then the units seem to have a object reference that
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