What do you mean with screen-sized hdr?
If I have the same resolution? I have a fixed resolution if it is the
question... :s
thanks for your answer
2007/9/24, Joachim E. Vollrath [EMAIL PROTECTED]:
Hello,
actually, your 6800 shouldn't be able to do linear interpolation on 32
bit floats
of your shaders.
See nVidia's FP_Specials.pdf for more info.
Cheers, Art
--- Benoit bossavit [EMAIL PROTECTED] schrieb:
Hi all,
I'm trying to do a render in HDR with a CameraNode
(osg1.2).
I have a texture where I set an Image wich contains
float values :
img-setImage( width
Hi all,
just one question, there is possible using osgViewer::StatsHandler with a
compositeViewer in the osg-2.1.11?
Thanks
bnua
2007/9/20, Marcus Fritzen [EMAIL PROTECTED]:
Thank you both.
Like Robert said, atm there is no automatically count of the triangles
in the StatsHandler. I am not
thanks for your attention.
bnua
2007/9/12, Art Tevs [EMAIL PROTECTED]:
How do you render data into your texture?
If you do not use shaders (so using of fixed function
pipeline) for rendering output to your texture, then
the result will be clamped to [0,1].
Art
--- Benoit bossavit [EMAIL
Hi all,
I have a class overloading an osg::Group. I overload the traverse method
to apply 3 shaders passes to draw the scene
create shader1_stateset
create shader2_stateset
create shader3_stateset
void traverse(osg::NodeVisitor nv)
{
if(nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR))
Hi,
There is a way with OSG = v2.0 to change the visibility of mouse cursor
interactively. I see this option can be changed with
osg::GraphicsContext::Traits, but I can only retrieve a const of the trait
of graphicsContext of my osg::Camera. And change the graphicsContext seems
much for that.
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