[osg-users] Help:How to control rasterization stage through osg?

2012-01-10 Thread wang shuiying
Hello, we know that in openGL rendering pipeline, there is a stage called rasterization after per-vertex operation and before per-fragment operation. In rasterization stage, openGl generates certain properties (e.g. texture coordinates)for each fragment as a linear function of the eye-space o

Re: [osg-users] Help:How to control rasterization stage through osg?

2012-01-10 Thread Jason Daly
On 01/10/2012 02:55 PM, wang shuiying wrote: Hello, we know that in openGL rendering pipeline, there is a stage called rasterization after per-vertex operation and before per-fragment operation. In rasterization stage, openGl generates certain properties (e.g. texture coordinates)for each fragme

Re: [osg-users] Help:How to control rasterization stage through osg?

2012-01-10 Thread wang shuiying
[osg-users] Help:How to control rasterization stage through osg? Message-ID:<4f0c98cc.8010...@ist.ucf.edu> Content-Type: text/plain; charset="ISO-8859-1"; format=flowed On 01/10/2012 02:55 PM, wang shuiying wrote: Hello, we know that in openGL rendering pipeline, there i

Re: [osg-users] Help:How to control rasterization stage through osg?

2012-01-10 Thread Jason Daly
On 01/10/2012 03:57 PM, wang shuiying wrote: So from your reply, only texture coordinates can be generated in different ways. As to general attributes, one has no way to change the interpolation method performed on them? I don't know of any way to change the rasterization behavior. As far as

Re: [osg-users] Help:How to control rasterization stage through osg?

2012-01-10 Thread Jason Daly
On 01/10/2012 03:57 PM, wang shuiying wrote: So from your reply, only texture coordinates can be generated in different ways. As to general attributes, one has no way to change the interpolation method performed on them? I don't know of any way to change the interpolation functions used for

Re: [osg-users] Help:How to control rasterization stage through osg?

2012-01-10 Thread Paul Martz
On 1/10/2012 1:55 PM, Jason Daly wrote: On 01/10/2012 03:57 PM, wang shuiying wrote: Can I at least get to know, if can not change, the interpolation method used by the openGl in my implemention? Section 3.6 of the current OpenGL specification has all of the equations for this: http://www.o

Re: [osg-users] Help:How to control rasterization stage through osg?

2012-01-10 Thread Jason Daly
On 01/10/2012 04:39 PM, Paul Martz wrote: Other sections too, 3.10.1 for example. Try searching the spec for "centroid" or "noperspective"; information on shader variable interpolation is scattered around in several places. I'd think simple linear interpolation could be accomplished using the no

Re: [osg-users] Help:How to control rasterization stage through osg?

2012-01-11 Thread Sergey Polischuk
16Date: Tue, 10 Jan 2012 15:00:12 -0500From: Jason Daly To: OpenSceneGraph Users Subject: Re: [osg-users] Help:How to control rasterization stage through osg?Message-ID: <4f0c98cc.8010...@ist.ucf.edu>Content-Type: text/plain; charset="ISO-8859-1"; format=flowedOn 01/10/2012 02:55 PM,

Re: [osg-users] Help:How to control rasterization stage through osg?

2012-01-12 Thread wang shuiying
Hi, Thank you all a lot for your help. That really helps me a lot. Now I know that polygon triangulation and rasterization algorithms have something to do with the imperfectness of my programm. I have some other questions: (1) According to triangle raterization function (3.9), p185 in http:

Re: [osg-users] Help:How to control rasterization stage through osg?

2012-01-13 Thread Sergey Polischuk
Hi Shuiying 2) geometry shader. You can create one with osg::Shader* sh = new osg::Shader(osg::Shader::GEOMETRY) usage same as with other osg shaders in cpp code 3) If they are supported by your opengl implementation: a) you should use declaration of shader version where they are supported with