You'll have to rewrite the shaders in glsl if this is what you want to
use. At least that's a good starting point to understand how to create
a glass shader.
bill
-Original Message-
From: [EMAIL PROTECTED] on behalf of [EMAIL PROTECTED]
Sent: Wed 7/18/2007 10:18 AM
To: osg-users@opensce
Hello Davide,
You can check out the Nvidia Shader Library for examples:
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html
bill
-Original Message-
From: [EMAIL PROTECTED] on behalf of [EMAIL PROTECTED]
Sent: Wed 7/18/2007 9:03 AM
To: osg-users@openscenegra
r Shabanov
Sent: Fri 5/25/2007 4:25 PM
To: osg users
Subject: Re: [osg-users] Matrix uniform param update question
2007/5/25, Poirier, Guillaume <[EMAIL PROTECTED]>:
> Hello,
>
> I have a glsl shader with a mat4 uniform parameter. At each frame I need
> to pass it the inverse
Hello,
I have a glsl shader with a mat4 uniform parameter. At each frame I need
to pass it the inverse of the model matrix (I think, since I want to
use it to convert from world to object space). What is the best way to
achieve this ? The osg::Uniform::Callback operator() takes a osg::Uniform*
a
I never managed to change the camera texture attachment but using two branches
with two cameras and two switch nodes does the trick... Thanks again for your
help !
bill
From: [EMAIL PROTECTED] on behalf of Poirier, Guillaume
Sent: Wed 25/04/2007 4:57 PM
To
more to suggest, you'll just need to add
debugging/step through the code yourself to see whats happening/and
compare this to what you are expecting.
My only closing thought would be perhpas FBO's don't support or
perhaps OSG's version of FBO's don't support changing
traverse(node,nv);
// post-traverse
//
m_Counter++;
}
Bill
-Original Message-
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent: Mon 4/23/2007 10:45 AM
To: osg users
Subject: Re: [osg-users] Camera attachments
On 4/23/07, Poirier, Guil
you want to control.
Robert.
On 4/20/07, Poirier, Guillaume <[EMAIL PROTECTED]> wrote:
>
>
>
>
> Hello all,
>
>
> First of all, I apologize if this question was discussed already... I am
> searching for my questions on
> the email archive
> (http://open
Hello all,
First of all, I apologize if this question was discussed already... I am
searching for my questions on
the email archive (http://openscenegraph.org/archiver/osg-users/) and it looks
like the search function
only returns old stuff. I remember reading a mail about this issue but I ca
Is it normal that if I create a new Texture2D and do a set image on it, the
tex->getTextureWidth() & tex->getTextureHeight() return 0 but the
tex->getImage()->s() & tex->getImage()->t() return the proper size ?
If so when is the size properly updated ?
cheers,
bill
___
I have a GeForce 7800GTX (driver 9742 beta) under linux and I am trying to
render to texture with FSAA. I am wondering if
anyone has experience with that.
FSAA does not work with CameraNode FRAME_BUFFER_OBJECT but I was hoping it
could work using FRAME_BUFFER target implementation instead.
Usi
Hi Chuck,
I do bind an image with a float texture without clamping in my code...
You do need to specify proper internal and source formats, like
GL_FLOAT when you call osg::Image::allocateImage() and GL_FLOAT_R32_NV
/ GL_RED when you create the texture.
guillaume
-Original Message-
F
Title: osgprerender dynamic texture resize
Hello,
I am doing a render to texture similar to the osgprerender example. I render the texture on a
quad that fits the viewport. I'd like to be able to change my texture resolution when the user
resizes the viewport. Can you just resize everythin
ts are not so good.
Regards,
guillaume
-Original Message-
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent: Tue 9/5/2006 10:48 AM
To: osg users
Subject: Re: [osg-users] TextureAtlasBuilder checked into CVS.
Hi Guillaume,
On 9/5/06, Poirier, Guillaume <[EMAIL PROT
Hi Robert,
Does this atlas builder packs only rectangular textures with some sort of binary
space partitionning algorithm ? Can it handle non-rectangular elements like
triangle strips ?
Regards,
guillaume
-Original Message-
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent:
Hi James,
I think you need to perform multiple passes, dividing the texture resolution in
half
each time, and outputing min / max values into different channels to finally
get a
1X1 texture with your final min / max values.
guillaume
-Original Message-
From: [EMAIL PROTECTED] on beh
Title: CameraNode + framebuffer + depth attachment
Hello All,
I am trying to attach a depth texture to a CameraNode as follows:
osg::ref_ptr rttCamera = new osg::CameraNode;
rttCamera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
rttCamera->attach(osg::CameraNode::
Title: Disable depth write
Quick question... I use ortho CameraNodes with FBO to do post-processing passes on
a quad. Is it possible to disable all writes to the depth buffer so that I can keep
my original scene render depth values ?
I tried
camera->getOrCreateStateSet()->setAttributeAndMo
One simple option is to use a post-process shader to do that.
guillaume
-Original Message-
From: [EMAIL PROTECTED] on behalf of David Lascombe
Sent: Wed 5/31/2006 7:26 AM
To: [EMAIL PROTECTED]; osg-users@openscenegraph.net
Subject: [osg-users] OpenSceneGraph : need advice to put thngs
Title: osgProducer::Viewer default behavior
Hello,
I modified slightly the osgviewer application to add the following hierarchy
on top of the loaded model to allow model and post-process shaders to be applied.
Here is what it looks like:
// root
// \
// post-processing effect (see
Will that cummulate the effect of the two shaders node ? i.e. the final
rendering have both
per-pixel lighting from Node 1 and vertices displaced from Node 2 ?
/g
I think osgNVCg is just like any StateAttribute. So, how about
Node1->getOrCreateStateSet()->setAttributeAndModes(vertex,
osg:
Title: Multiple cascading shaders
Hello,
I am wondering how to achieve the following... I'd like to have nodes in my
scene graph with different cascading shaders. For example a node 1 doing per-pixel
Blinn and another node 2 doing vertex displacements.
Root
\
Node 1
osgNVCg vertex
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