Hi all,
I'm instancing geometry using a floating point texture containing
worldspace positions. The position texture and instancing work.
Resolution is constant at 1024x768
Now I'm trying to use a FBO (pre-render) to write to a position texture
and use that in the instancing shader (It
HI Nick,
What type of frame rate do you get when running on a single window vs
multiple windows?
What do the frame stats suggest for what is the bottleneck?
Sharing context won't help as it'll force you to use single threaded
viewer. There might be other routes though, so as just using one
Hi,
I would like to make something like menu using overlaying HUD Camera with
background blurred.
Code:
http://rk.md/wp-content/uploads/2012/08/2012-08-18_4.jpg
- something like this but with sharp / focused scoreboard but everything
else blurred
How to do it?
I tried osgmotionblur
Hi Petr,
You will have to render your scene to texture (RTT) and perform a
shader-blur pass before displaying it in the viewer.
Look at the render to texture example and the shader examples. Finding a
blur shader should be easy with most search websites, or in the osgPPU
examples.
So
Hi,
I have geocentric dataset (which is already compiled with osgDEM) and
I'm facing an issue.
In my shaders I rely on valid texture coordinates for tangentSpace
generation and various other effects like detail-splatting.
Unfortunately (and quite obvious due to performance restrictions) the
Hi Sebastian,
osgTerrain is designed to allow you to override the TerrainTechnique
attached to the TerrainTile via the Terrain node that can be used to
decorate the terrain. The
Terrain::setTerrainTechniquePrototype(TerrainTechinque*) is used to set the
TerrainTechnique that tiles should use.
Hi Robert,
Thanks for the quick response. This means a lot of code duplication and
I guess I will have to traverse every tile for Terrain nodes.
I'll check it and see how it works out.
cheers
Sebastian
Hi Sebastian,
osgTerrain is designed to allow you to override the TerrainTechnique
On 2 April 2014 15:55, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Hi Robert,
Thanks for the quick response. This means a lot of code duplication and I
guess I will have to traverse every tile for Terrain nodes.
No, the design is meant that your just assign your custom
Hi Mathieu,
nice to hear you find osgLeap useful.
Please make a zip of all osgLeap files you checked out including all changed. I
will make a diff to check for changes.
What version/revision did you check out and what were the difficulties you had?
Thank you!
Cheers,
Johannes
If you're not picky about the blur quality, just render to a texture that
is 1/16th the size of your screen (1/4 width x 1/4 height), then apply the
texture to a fullscreen quad with GL_LINEAR filtering. This can be
accomplished with OpenGL v1.0 functionality and should be fast and
well-supported
10 matches
Mail list logo