Re: [osg-users] Proper way for setting uniforms in drawable cullcallback

2014-10-30 Thread Olivier Migliorini
Hi Robert, Unfortunately I can't do that way because I have one uniform for multiple positions. And I fill this uniform with positions of objects not culled. So it changes according to the camera. Thank you again. Cheers, Olivier -- Read this topic online here: http://forum.op

Re: [osg-users] Proper way for setting uniforms in drawable cullcallback

2014-10-30 Thread Olivier Migliorini
Hi Robert, Thanks for answering. In a single osg::geometry, I have several instances of a same object. In a cull callback I fill several uniforms corresponding to the positions of my object's instances if they are not culled, and set the right number of instances not culled to each PrimitiveSet

[osg-users] Proper way for setting uniforms in drawable cullcallback

2014-10-30 Thread Olivier Migliorini
Hi everyone, I have read about how to set uniforms in a node cullcallback. Code: class LightingCullCallback : public osg::NodeCallback { std::unordered_map> mCullVisitorStateSetMap; public: LightingCullCallback (int maxLightNb){} virtual void operator() (osg::Node* node

Re: [osg-users] [SOLVED] Texturing a node according to its viewport

2013-09-12 Thread Olivier Migliorini
Hi, I've looked for a similar problem on the forum and haven't found but if there is one, then you can hit me :). I will to be as clear as possible, but ask me if there is something that is not. So let us say that I have an application like this : CompositeViewer |---

Re: [osg-users] Texturing a node according to its viewport

2013-09-12 Thread Olivier Migliorini
I found a solution using cullMAsks on Camera and NodeMasks on Node. Thanks, Olivier -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56095#56095 ___ osg-users mailing list osg-users@lists.openscenegra