On Mon, Sep 3, 2018 at 9:25 AM Paul Lemire wrote:
> Glad to hear that, hopefully things are starting to make more sense now.
>
Getting there - thank you!
On 09/03/2018 02:54 PM, Andy wrote:
>
> Progress! Here's my current framegraph:
>
> [snip]
>
> Question:
>
>1) I am using an RGBAFormat f
Glad to hear that, hopefully things are starting to make more sense now.
On 09/03/2018 02:54 PM, Andy wrote:
> Progress! Here's my current framegraph:
>
> RenderSurfaceSelector:
> Viewport:
> ClearBuffers:
> buffers: ColorDepthBuffer
> clearColor: "#EEfaebd7"
> NoDraw: {}
Progress! Here's my current framegraph:
RenderSurfaceSelector:
Viewport:
ClearBuffers:
buffers: ColorDepthBuffer
clearColor: "#EEfaebd7"
NoDraw: {}
FrustumCulling:
# OnScreen
CameraSelector:
objectName: onScreenCameraSelector
RenderCapture:
Can we please quit quoting massive chunks of messages which exceed
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On Fri, Aug 31, 2018 at 10:30 AM Paul Lemire wrote:
> Hi Andy,
> Some ideas below :)
>
Thanks a lot Paul - answers inline.
> On 08/31/2018 02:03 PM, Andy wrote:
>
> The contours/silhouetting proved a bit of a leap right now so I backed off
> to look at the offscreen side of it.
>
> I removed t
Hi Andy,
Some ideas below :)
On 08/31/2018 02:03 PM, Andy wrote:
> The contours/silhouetting proved a bit of a leap right now so I backed
> off to look at the offscreen side of it.
>
> I removed the depth pass and am just trying to get a simple frame
> graph working for on-and-off screen capture.
The contours/silhouetting proved a bit of a leap right now so I backed off
to look at the offscreen side of it.
I removed the depth pass and am just trying to get a simple frame graph
working for on-and-off screen capture.
I have the following frame graph (in YAML, but it should be clear):
Rende
Paul:
Thank you very much for the detailed responses!
This has given me a lot more to work on/understand.
The ClearBuffers part was very useful for understanding what's actually
happening. This would be good info to drop into the QClearBuffers docs.
I guess I now have to dive into render passes
On 08/21/2018 01:54 PM, Andy wrote:
> Thank you so much Paul!
>
> That gives me something to start working on/pick apart. I see now how
> onscreen vs. offscreen works and can concentrate on getting the
> onscreen working the way I want first since they are very similar.
>
> 1) "I assume you want t
Thank you so much Paul!
That gives me something to start working on/pick apart. I see now how
onscreen vs. offscreen works and can concentrate on getting the onscreen
working the way I want first since they are very similar.
1) "I assume you want to fill the depth buffer with a simple shader righ
Hi Andy,
Please see my reply below
On 08/15/2018 02:59 PM, Andy wrote:
> I've been struggling with framegraphs for a very long time now and
> still don't feel like I understand their structure - what goes where
> or what kind of nodes can be attached to what. I can throw a bunch of
> things tog
I've been struggling with framegraphs for a very long time now and still
don't feel like I understand their structure - what goes where or what
kind of nodes can be attached to what. I can throw a bunch of things
together, but when it doesn't work I have no idea how to track down what's
missing or
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