Hi Atilla,
take a look at osgPPU. Its created for such post render effects. You can
create a subgraph for your blured objects, render them to a ppu unit und
use a shader to do the bluring. There is an PPU version of the
motionblur you are talking about, but unfortunatelly not as example, but
Hi, I have some doubts about my approach to create a GL3 non FFP context.
I have compiled osg with all the cmake settings for GL3 as explained in
lots of other posts.
When I create an object ( a simple two Vertex line ), usual camera
manipulation is working without me having writrten a single
Hi Sergey,
thank you, now its working perfectly
cheers, ParticlePeter
Hi, Peter
This is because osg tries to compute bound of drawable based on vertices it
uses. So if your restart index behind memory allocated for vertices storage osg
will go out of array bound when computing bounds of
Hi Sergey,
unfortunatelly I did not manage to make your code run. I am getting this Link
Errors:
error LNK2001: unresolved external symbol __imp__glEnableClientState@4
error LNK2001: unresolved external symbol __imp__glDisableClientState@4
Find my includes bellow, according to me, it should
Hi J-S,
Yes, thank you, that did the trick, now it works. And to answer my question
above, it has to be glEnableClientState, otherwise its not working.
I have one more issue now. Sergey, I am getting a Access Violation Exception
directly after calling viewer.run inside osg::Vec3f line 84, if I
Hi Garth,
I am as well interested in the answer of your questions, and you're explenation
helped me in my understanding. I would like to ask you to keep on posting your
observations in this thread.
I am co-author of maya2osg, have implemented rudimentary animation support (
only transforms,
Hi,
Would it be possible for you to share you're implementation ? For me it is
still not clear how to extend osg ( as you see on my question above ).
I found this thread:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg46962.html
Sergey ( @hybr, is this you ? ) has created a
Hi,
I would like to participate. I'll be implementing skinning and working over the
animation module of the mentioned plug-in in about a month. At that time I can
work on a draft.
@ Garthy, I'll be using you're observations so far if this is fine with you.
@ Cedric, how should I get in touch
Hi Sergey,
thank you for your code, I will study it. :-)
Thank you!
Cheers, ParticlePeter
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41893#41893
___
osg-users mailing list
Hi,
Couldn't this be done in a fragment shader ?
Create a one by one pixel texture, to calculate the result. Give the
corresponding fragment shader access to your fbo render, and sum up the values.
Of course you would need a scaling factor to not leave float max boundary.
The osgPPU HDRI
Hi,
answering my own question as I figured it out, but not sure if there's a better
sollution.
I created an UpdateCallback without calling traverse( node , nodeVisitor ) in
the operator() method.
I attached this callback to all but one Group, in the example of the original
post to group2.
Hi,
I want to render an animated Character multiple times with different StateSets:
osg::Group group1 - addChild( Geode_With_RigGeometry ) ;
osg::StateSet ss1 - group - getOrCreateStateSet() ;
osg::Group group2 - addChild( Geode_With_RigGeometry ) ;
osg::StateSet ss2 - group -
Hi All,
@Ricky,
it works for me as expected now.
First I attach a new viewport with e.g. half res of my output window, and
attach a texture with the same half res to the Color Buffer of the Camera. This
can be done with different Cams and resolutions, if you have some funky
pipeline.
Hi Art,
Thx for your answer, that worked, kind of, but have now some new issues.
I am using the Glow example, Blur and Original are out of Sync. Will try to
figure out, and ask/answer later.
Thank you!
Cheers,
ParticlePeter
--
Read this topic online here:
Hi,
I am following the Callback osg Tutorial ( Basic Tutorial on Tutorials
page ). I exchanged main to write an osg file, instead of creating a
viewer, but no UpdateCallbacks get written into my file.
How can I get UpdateCallbacks written into an osg file ?
Will such a file be properly
15 matches
Mail list logo