然后准备附着在离屏相机上的颜色和深度纹理,简单认为有三维位置坐标纹理、法线方向纹理、基础颜色纹理三个。为了提高纹理精度,实现HDR渲染,我们可以使用浮点数缓冲,其内部格式通常设为GL_RGB16F, GL_RGBA16F, GL_RGB32F 或者GL_RGBA32F。浮点数缓冲可以存储超过0.0到1.0范围的浮点值。 //创建颜色附着纹理 osg::ref_...
在OSG中定义了大量的类来保存数据,数据通常是以向量的形式来表示的,向量数据主要包括顶点坐标、纹理坐标、颜色和法线等。例如,定义osg:Vec2来保存纹理坐标:定义osg:Vec3来保存顶点坐标和法线坐标;定义osg:Vec4保存颜色的RGBA值。osg:Vec2、osg:Vec3和osg:Vec4是分别用来保存向量的二维数组、三维数组和四维数组,这...
( GL_RGBA ); texture->setFilter( osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR ); texture->setFilter( osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR ); FindTextureVisitor ftv( texture.get() ); if ( model.valid() ) model->accept( ftv ); osg::ref_ptr<osg::Camera> ...
osg::Texture2D *t2d = new osg::Texture2D; t2d->setInternalFormat(GL_RGBA); rttCamera->attach(osg::Camera::COLOR_BUFFER,t2d); group->addChild(CreatHUD(t2d)); viewer->setSceneData(group); return ; } 上边的函数其实是创建了一个瞄准镜的效果: 自我感觉(或许并不对,仅限于目前认知水平):osg...
dds: 读取支持读取mipTexture, 写回修复了GL_RGBA_ARB扩展压缩格式的支持 3.创建你的一个标准材质 osg::ref_ptr<StandardPBRMaterial> grass = new StandardPBRMaterial(); grass->setName("grass"); grass->setDataBaseOption(dbo); grass->setBaseColorFactor(osg::Vec4f(0.5f, 0.5f, 0.5f, 0.5f));...
例如,定义osg:Vec2来保存纹理坐标:定义osg:Vec3来保存顶点坐标和法线坐标;定义osg:Vec4保存颜色的RGBA值。osg:Vec2、osg:Vec3和osg:Vec4是分别用来保存向量的二维数组、三维数组和四维数组,这些类不仅能够保存各种数据,还提供了向量的基本运算机制,如加、减、乘、除四则元算、点积和单位化等相关的操作。
Supporting reveal.js This project was started and is maintained by@hakimelwith the help of manycontributions from the community. The best way to support the project is tobecome a paying member of Slides.com—the reveal.js presentation platform that Hakim is building. ...
statElem->set("OSG_RGBA_DXT3");break;caseOSG::Image::OSG_RGBA_DXT5: statElem->set("OSG_RGBA_DXT5");break;default: statElem->set("???");break; } statElem = statfg->editCollector()->getElem(textureDataTypeDesc);switch(imagePtr->getDataType()) ...
texture2d1->setInternalFormat(GL_RGBA); rttCamera->attach(osg::Camera::COLOR_BUFFER, texture2d1); group1->addChild(createHUD(texture2d1)); viewerParam->setSceneData(group1); //viewerParam->setUpViewInWindow(200, 200, 800, 600, 0); ...
compiles fine for OS X, but breaks for IOS (GL ES 1.1) as GL_RGBA16 is not defined. Attached is a fix. cheers, Stephan Am 07.09.12 11:28, schrieb Robert Osfield: > Hi All, > > I plan to tag a developer release this afternoon, but before I do I'd ...