Hi,
I think u must use shader to achieve it.
u can bind regular color buffer,but using gl_FragColor.rgb = normal.xyz in
fragment shader.
the fallback is that you need to render the Node twice.
OSG support this way.
If you're familiar with OpenGL4.x,you can use GL_COLOR_ATTACHMENT_i Frame
Hi,
By the way,the default vertex specification of geometry is displaylist,if you
need to change vertex frequently,use VAO and VBO.
Thank you!
Cheers,
Yu
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=76167#76167
Hi,
I seem to get the hint.
In OpenGL Referenceļ¼the Image Load Store and Shader Storage Buffer(SSBO)
support it.
Thank you!
Cheers,
Yu
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=75834#75834
Hi,
Is it possible to override the texture with the gl_fragColor of fragment
shader and save it to disk?
For example, The shadow of static Model.In 3dmax,The shadow 's render to
second texture with new texture coordinate.and then,re-blend the textures when
using.
I have no hint about this
Hi,
the init boundbox will be recomputed in many node's ComputeBound method,so it
don't work.
if possible,you can rewrite the ComputeBound() method.Or,I think
osg::Node::ComputeBoundCallback can help you out,but I'm not sure whether the
ComputeBound method which your texture item 's node use
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