Hello,
I have a big image to be rendered (100k pixels each side), hence I am
partitioning that image in Image Tiles.
Each tile has 256 x 256 pixels. Each tile consists of a osg::Geometry quad,
with a texture bound to it. I put all those tiles in an osg::Group.
I use a fragment shader that is glo
Greetings!
Subject OSG forum error:
Got message:
phpBB : Critical Error
Could not connect to the database
That is all!
David Glenn
Senior Graphics Software Engineer
TARIF Lab!
david.e.glenn@navy.mil
760-939-3291
smime.p7s
Description: S/MIME cryptographic signature
__
Hi Glenn,
We are aware the forum is down. We're still waiting for some contact
with Art Tevs.
Cheers
Sebastian > Greetings!
Subject OSG forum error:
Got message:
phpBB : Critical Error
Could not connect to the database
That is all!
David Glenn
Senior Graphics Software Engineer
TARIF Lab!
If Art can't be found, AlphaPixel could take over hosting. But we'd
presumably need Art's assistance to get the web media and database copied
to our server, which makes it sort of a chicken and egg problem. :(
On Thu, Jun 29, 2017 at 9:22 AM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.d
A uniform specific to each tile that defines the dimensions for the valid
part of the tile? The shader would get the gl_FragCoord, compare it against
the threshold and return a transparent color for pixels outside the valid
bounds.
Christian
2017-06-29 11:28 GMT+02:00 Bruno Oliveira :
> Hello,
5 matches
Mail list logo