Hi Johan,
It would be worth stepping back a bit and explaining from a high level
what you are trying to do in terms of doing occlusion testing, as
there are many ways to do occlusion testing, one can't really answer
what would be the best technique without knowing more about the
problem you are
I use below code to see if the vertex is occluded or not by objects
infront of it. This is apart of the lighting check to see if the
lightalgoritm needs to be runned on the pixel.
case GLREADPIXELS:
{
osg::Vec3 win; // Space For Returned Projected
Is there any article about this or do OpenGL support this render to
texture feature maybe?
On Tue, 27 Nov 2007 14:05:02 +0100, Robert Osfield
[EMAIL PROTECTED] wrote:
Hi Johan,
Doing a per vertex operation on the CPU that requires a round trip to
the graphics hardware is doomed to being
On Nov 27, 2007 1:48 PM, Johan Johnsson [EMAIL PROTECTED] wrote:
Is there any article about this or do OpenGL support this render to
texture feature maybe?
Go search the web on the topic of deferred lighting/shading. Its a
algorithm that uses RTT rather than being an inbuilt feature of it so
I use below code to see if the vertex is occluded or not by
objects infront of it. This is apart of the lighting check to
see if the lightalgoritm needs to be runned on the pixel.
I assume you are already confident that your lighting algorithm is
sufficiently complex to merit this type of
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