Hi.
The cameras are part of the scene graph.
I was still using frame buffer based cameras because they seem to be the only
way to get a real-time-sufficient performance for more complex applications.
I figured out that this causes the problem and found no way to get rid of the
error - even
Hi,
I have a little problem with some Render-To-Texture-cameras in connection with
a WindowSizeHandler.
I took a bit of code out of an application I wrote earlier to put it into a lib
and make the functions usable for other apps.
When testing this lib with a simple example program consisting
Hi Chris.
I spent quite some time on doing just what you are planning to do - getting an
OpenSceneGraph-application to work with a Spatial View display. In the end I
was successful.
I don't know at the moment if I can provide you with any code but of course I
can tell you how I am doing it. I
Hi,
after reading Viggo's post I changed my implementation to use FRAME_BUFFER
instead of FRAME_BUFFER_OBJECT and this did the job for me.
At least on the fast machine (the one I posted details about earlier) it now
runs fast enough without having to make sacrifices resolution-wise and this is
Good morning,
I'm just rendering to texture, no images or pixel reading involved.
Regards,
Steffen
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Hi everybody.
I have some performance problems with rendering to texture.
I am doing some interlacing for an autostereoscopic display. Therefor I need 5
different views on the scene, which I render into textures I later use as input
for the interlacing API.
But doing the RTT slows down my
Thanks for the hints so far...
I gave you wrong information since I forgot that I take care of the NPOT-stuff
myself.
The API I use later on needs POT-textures so I make sure that only POT-textures
are rendered. So in fact my textures are normally 2048x1024.
I know that the performance issues
Thanks for the help,
everything seems to work fine so far.
But now I'm a little bit lost on what the best way for creating an
osg::Texture2D out of the ID of an OpenGL-texture is.
I have the id of an OpenGL-texture as the result delivered by the API I'm using
and I want to get this texture as
Hi,
I've got another problem with using OpenGL-code in connection with
OpenSceneGraph.
I have an OpenGL-API that I use in my OSG-application. This API won't work when
there are some required OpenGl-extensions missing. Instead it will list the
missing extensions.
In my application it does
Hi,
I cannot find the correct function to get the OpenGL texture-id of an
osg::Texture2D.
I have several textures in OSG that I want to use as input for a library that
needs the textures as GLuint.
How do I get my OSG-textures in there?
And how can I create an osg::Texture2D out of the
Hi everyone.
I have some issues with rendering to a texture.
I am writing a plug-in for an application.
This application has a main-viewer-window, where it displays a scene.
My plug-in has an own window with a new viewer and everything.
The new window now needs a texture showing what the main
Hi everybody,
I have never used OpenGL and OpenSceneGraph together (and only a little bit of
OpenGL alone), so I'm a little unsure of what the best way to solve the
following problem is.
I want to use an API for interlacing different views on a scene for an
autostereoscopic display.
The API
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