Hi, David!
I have successfully implemented the things you are describing here. For my
Camera setup I use GL_RGBA16F_ARB and as source format GL_RGBA. I also setup
setSourceType(GL_FLOAT); but this is actually not required, I think.
I have no slowdown with using of HDR-Rendering, however I am us
e have as up to date driver as you, so
> perhaps its the drivers, or perhaps its simply that your hardware
> doesn't support FBO's in hardware.What hardware do you have?
>
> Robert.
>
> On 12/3/06, Art Tevs <[EMAIL PROTECTED]> wrote:
> > Hi folks!
> >
>
Hi folks!
I do not know exactly if it is a bug in osg or in nVidia drivers.
I am using osg 1.2 the stable version from the homepage.
nVidia drivers are 96.29. I am running it on Linux.
The sample osgprerendercubemap do not work well with frame buffer objects
(fbo) as a rendering target. If I sta
Hi, Benoit!
What idea should we have?
If I understood your approach correct, so I think that this thing would
compile at all. Or if it will, then always apply(Group&) will be called.
MfG, Art
On Sunday 03 December 2006 20:46, BenoƮt Poulard wrote:
> Hi,
> I try to extend osg::NodeVisitor::appl
Hi, folks!
I have a question regarding to the osgUtil::Optimizer. It seems that it does
much more work than I currently need. My scene graph setup is following:
root -> envMap -> renderable
root-> renderable
- root is the root node of the scene
- envMap is a node which do update a texture by re
details in a custom Node's
> handling of update/cull traversals. See osgSim::Impostor and
> osgSim::OverlayNode for examples of this.
>
> Robert.
>
> ps In CVS CameraNode is has now been renamed osg::Camera.
>
> On 12/1/06, Art Tevs <[EMAIL PROTECTED]> wrote:
> >
Hi, folks!
I have a question regarding to the rendering to texture and camera setup.
Actually I do understand how to setup all the things, but I need some
technical design help.
I have a class A which has a camera node. The camera do render the scene from
another view into a texture. I can acce
Hi!
1. OpenGL 2.0 does support Texture2D with non-power of two sizes. Does
osg::Texture2D also support this?
2. Should one call something else, when creating Texture from an image, like
this:
Image* img = osgDB::readImageFile(cachename);
Texture* tex = new Texutre2D();
tex->setImage(0, img);
Hi, folks!
How can I create a 3D/2D Texture containing float values.
Image::setImage does only accept unsigned char* as data. Can I just do this in
this way:
float* data = allocateData();
osg::Image* img = new osg::Image();
img->setData(w,h,d, GL_RGBA_FLOAT16_ATI, GL_RGBA, GL_FLOAT, (unsigned
c
Hi!
I have a problem of understanding how to setup rendering of effect. I created
an Effect and Technique class that works on their children nodes (geodes).
The technique class is getting updated in each frame. Now I have to render
the effect after all geometries are already rendered, so the de
10 matches
Mail list logo