Hi,
I am trying to access the material stored in a stateset. Is this possible?
My approach is below- the first line returns a null pointer.
Code:
osg::StateAttribute* sa =
myGeode.getOrCreateStateSet()->getAttribute(osg::StateAttribute::MATERIAL);
osg::Material* mat = dynamic_cast(sa);
Th
Hi Paul,
Thanks for your reply.
I have decided to try using draw callbacks, and the osg encapsulation of shader
programs. However, I have another question.
How can we access the OpenGL pointer to an osg::program containing shaders? We
need this pointer to set up transform feedback.
I curr
Hi,
I guess my first question was too vague. Sorry about that. I am still trying to
use transform feedback on an entire scene inside osg.
I have created a CustomDrawable class with a drawImplementation that can
perform transform feedback on anything drawn inside it. I am now trying to draw
the
Hi,
I am interested in using a geometry shader to do calculations on the GPU but
instead of drawing the result, it should be piped back into a vertex buffer.
A high level description of the process is:
1. Load scene and shaders to be used for transform feedback. (I do not know if
I would load
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