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
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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
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
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
|---
I found a solution using cullMAsks on Camera and NodeMasks on Node.
Thanks,
Olivier
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http://forum.openscenegraph.org/viewtopic.php?p=56095#56095
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