hello!
By looking into Uniform class reference I figured out that there is no
overloaded constructor for arrays (or int*, float* etc.).
Is it even possible to have an array (stack and/or heap) as uniform?
lg Christian
--
Read this topic online here:
http://forum.openscenegraph.
hello!
I'm trying to simulate noise effects in real time using OSG and GLSL.
I rendered to texture a scene to get a sampler2D. Mu and Sigma for noise
simulation are static. My idea is to reload fragment shader in a while loop
with a random number as uniform because GLSL's noise() function doesn
Hello!
For one of my project I want to create an average image consisting of 10 images
captured by a static camera to erase camera noise. I tried this stuff with
OpenCV (http://opencv.willowgarage.com/wiki/) and its cv::Mat class and it
worked well.
I want to do the same with OSG by loading 10
robertosfield wrote:
> Hi Christian,
>
> thank you
>
> Have a look at the osgdistortion example.
>
> Robert.
>
> On 25 June 2012 11:20, Christian Rumpf <> wrote:
>
> > Hey again. As I posted before I managed to render to texture a scene and
> &
Hey again. As I posted before I managed to render to texture a scene and
projected it onto a Geometry. But it is just an image of a scene and the RTT
camera can't move around my object ("cessna.osg").
Is there a way to move the camera freely around like you would do with viewer's
camera?
lg Ch
No need anymore, Robert. I finally a homepage which explains everything about
render to texture:
http://beefdev.blogspot.de/2012/01/render-to-texture-in-openscenegraph.html
It really helped me, and I finally could load my shader files with texture as
uniform sampler2D. Nevertheless thank you ve
This really sounds helpful, Robert, but for some reason this examples you
recommended aren't understandable for me. They all tells about reflecting,
printing it into a flag and so on. isn't there an example which just renders a
single node, a single box or something else into a texture and proje
Hey!
I read nearly everything about render to texture techniques and what you can do
with them, but not how to SIMPLY display it. My intention is to pre-render the
scene into a texture and sending this texture into my fragment shader (GLSL) to
simulate blur effects.
But before I can do this sh
I tried to install the latest osgPPU version I found today, using cmake 2.8.4
and Visual Studio 10, but when i started to configure the folder I got the
following cmake-error:
> Check for working C compiler using: Visual Studio 10
> Check for working C compiler using: Visual Studio 10 -- works
Hi,
I wanted to experiment a little bit with osg::Image, but when I used
osgDB::readImageFile("..."); in my beginner's guide to read a png, I got the
following message:
> Warning: Could not find plugin to read objects from file "clockface.jpg".
I installed osg-library according to osg guide
the image processing effect should work in realtime (i.e. blur shading). shall
I send the texture coordinates from vertex shader into fragment shader or is it
ok to just use a fragment shader for image processing?
My intenstion:
I have to create a scene where I can freely move my camera. I can
Hello everyone!
I just learned GLSL and image processing using different filter masks. Now I
want to implement this into my OSG-project, but my test object (a cow ^^) is
black, totally black.
For the beginning I used the following code for fragment shader:
Code:
uniform sampler2D image;
voi
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