Hi Christian,
Callbacks are simply called in the order that visitor comes across
them, it's depth first, left right by default for OSG's update
traversal. There isn't any other controls for order like there is for
the rendering back end.
You can either enforce the ordering when you create your s
Hi,
I have a couple of Geodes with an associated update callback, responsible
for updating the nodes.
Now due to a customer request there is a dependency between these Geodes,
requiring a specific order in which these callbacks have to be executed.
My geodes each render a 3-dimensional cylinder i
Hi Artem,
The osgreflect example is rather basic and very old so doesn't
illustrate the clear mask (it's one of our very first example
programs.)
The osg::Camera has support for controlling the OpenGL clearing, from
include/osg/Camera header:
/** Set the clear mask used in glClear().
Hi Robert Osfield et. al.,
On 14.1.2016 16:34, Robert Osfield wrote:
I'm still open to making the shader parsing extensible, it seems like
an interesting experimental tool.
As Sebastian already pointed out, the actual parsing can be done outside osg,
perhaps before Shader::setShaderSource() c
Actually, I have some more questions about using stencil buffer:
- how can I clear stencil buffer on render bin? (in OpenGL tutorials everyone
uses glClear(GL_STENCIL_BUFFER_BIT)
- is it possible to disable stencil buffer at the begining of the render bin
and enable it at the end? Or should I dis
> Frankly, I never thought about multi-light problem this way. I wonder if
such technique can be generalized enough, e.g. hidden behind the scenes, so
the user of the lighting framework doesn't have to deal with the texture
objects
That is what I though when designing OpenIG. Since I sounded like
Hi Sebastian,
Hi Robert,
Hi Sebastian ,
First of all, the lightning shader only illustrates one of the cases where
(optionally) repeating a code block containing substitution parameter can be
useful. I used the multi-light lightning as an illustration only.
First, thank you for your inpu
Hi Nick,
On 14.1.2016 15:31, Trajce Nikolov NICK wrote:
Hi Robert M.
I went through this thread fast and I see you are trying (at least your
show case) is lighting and use of shader composition. The approach you are
taking is what I was using too, some years ago. But there are other methods
tha
Hi Robert,
Hi Sebastian ,
First of all, the lightning shader only illustrates one of the cases
where (optionally) repeating a code block containing substitution
parameter can be useful. I used the multi-light lightning as an
illustration only.
First, thank you for your input. Yes, that is
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