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We are sticking to same logic as above. We have wrote a code using the same logic which is discussed above. This program is working fine as no shader is applied. The program is as below:
Code:
import viz viz.go() #Adding WebCam video = viz.add('VideoCamera.dle') cam = video.addWebcam() #Adding & setting quad to Scene 1 quad1 = viz.addTexQuad(viz.WORLD,1) quad1.setScale(2,1.5) quad1.setPosition(0,1.8,2) #linking quad to MainView to get Constant 3D link = viz.link(viz.MainView,quad1) link.preTrans([0,0,2]) #Adding piazza environment to Scene2 piazza = viz.addChild('piazza.osgb',viz.WORLD,2) #Adding & setting quad to Scene 2 quad2 = viz.addTexQuad(viz.WORLD,2) quad2.setScale(2,1.5) quad2.setPosition(0,2,6) quad2.texture(cam) #Adding Render Texture to Scene2 & setting it as a Texture to quad1 CamScene = viz.addRenderTexture() quad1.texture(CamScene) #Adding Render Node in Scene2 rn = viz.addRenderNode(size=(1280,720)) rn.setScene(2) rn.setFov(60.0,1280/720.0,0.1,1000.0) rn.attachTexture(CamScene) rn.setRenderLimit(viz.RENDER_LIMIT_FRAME) viz.scene(1) ![]() The center quad is webcam image. But when we add shader program to the above code Code:
InvFragCode = """ uniform sampler2D InputTex; void main() { vec4 color = texture2D(InputTex,gl_TexCoord[0].st); gl_FragColor = vec4(1.0-color.r,1.0-color.g,1.0-color.b,1); }""" InvShader = viz.addShader(frag = InvFragCode) rn.apply(InvShader) rn.apply(viz.addUniformInt('InputTex',0)) ![]() We don't know why this is happening?! Please help us to solve this issue.. Thanks! |
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multi pass, multi-pass, multipass, rendering |
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