Hi Judy
there's no such thins as pseudo-random generator in glsl itself but you can
code it for ex:Linear Congruent Generators :
https://math.stackexchange.com/questions/337782/pseudo-random-number-generation-on-the-gpu
I haven't tested so give us experience feedbacks about this func
Hi Robert et al,
As said earlier, I have started to experiment with GitHub pages. I discovered
that it was hard to support both single-page and multi-page documents using
markdeep (since its limited support for included documents). So having a
single-page and multi-page document at the same
Hi Robert,
Yes, the model is ineffective in the sense that it has 150 000 separate
triangles on the same level in the scene graph, that's the nature of
basic usage of OpenFlight and I guess that's why the plugin applies an
optimization of its own. But this could be optimized and merged much
Hi all,
Now??I have a flt. model with itself texture??but the internal format of the
texture is RGB??not with ALPHA value??so the ALPHA TEST function is disabled.
My question is how to generate some random fixed alpha value of the texture
with the GLSL language??So that I can use the ALPHA
HI Andreas,
I haven't had a chance to dig further.
One curious thing I noticed is that when I enabled verbose debug
output there was lots of buffer objects being created and destroyed
during the optimisation step. osg::Drawable now assigns
VetextArrayState and VBO's by default for osg::Geometry
Hi Robert,
Yes, I tried it now and OSG 3.4 loads the model in the same time as
3.2.1 did. I found a few versions lying around here and concluded that
something must have happened with the optimization between 3.5.1 where
it works as before and 3.5.6 where it stalls.
I'll keep digging but
Hi Michael,
It's probably a decade or more since I did anything with
osgDB::Archive and associated plugins so I'm pretty rusty. Have a
look at the osgarchive application in
OpeScneneGraph/applications/osgarchive. It should be case of doing a
osgDB::openArcive(..) then doing readNodeFile() etc
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