up,
(It's so bad it doesnt work)
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Hi Wojtek,
I'll try your method first, it sound a good idea. Later when I have time, I'll
try to modify the RenderStage.cpp for testing.
Thank you!
Cheers,
Kai
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Hi Kai,
I checked RenderStage::runCameraSetUp() source code, and found that
bufferAttachments only have Texture1D, Texture2D, Texture3D,
TextureCubeMap, TextureRetangle, but without TextureArray, and I don`t
know weather OSG using glFramebufferTextureLayer or glFramebufferTexture
when bind Textu
Kai Xia wrote:
Hi,
I checked RenderStage::runCameraSetUp() source code, and found that
bufferAttachments only have Texture1D, Texture2D, Texture3D, TextureCubeMap,
TextureRetangle, but without TextureArray, and I don`t know weather OSG using
glFramebufferTextureLayer or glFramebufferTexture w
Hi,
I checked RenderStage::runCameraSetUp() source code, and found that
bufferAttachments only have Texture1D, Texture2D, Texture3D, TextureCubeMap,
TextureRetangle, but without TextureArray, and I don`t know weather OSG using
glFramebufferTextureLayer or glFramebufferTexture when bind TextureA
-
From: Tim Moore
To: OpenSceneGraph Users
Sent: Wednesday, March 10, 2010 2:05 PM
Subject: Re: [osg-users] problems about layer rendering
On Wed, Mar 10, 2010 at 12:21 PM, Wojciech Lewandowski
wrote:
this will set up multiple render targets with 3 independent color
On Wed, Mar 10, 2010 at 12:21 PM, Wojciech Lewandowski <
lewandow...@ai.com.pl> wrote:
>
> this will set up multiple render targets with 3 independent color buffers.
> However, I am not sure if this will propely work with gl_Layer produced in
> Geometry shader. These OpenGL examples I saw usually
s,
Wojtek Lewandowski
- Original Message -
From: "Kai Xia"
To:
Sent: Monday, March 08, 2010 9:01 AM
Subject: [osg-users] problems about layer rendering
Hi,
I have some problems while using geometry shader and TextureArray to
optimize PSSM shadow, the test code is
Hi,
I have some problems while using geometry shader and TextureArray to optimize
PSSM shadow, the test code is like following:
C++ code:
osg::TextureArray *ta = new osg::TextureArray;
ta->setTextureSize(1024, 1024, 3); //3 layer texture
...
shadowCamera->attach(osg::Camera::COLOR_BUFFER, ta,
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