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
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
[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
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
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
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
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
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,
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:
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
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