Hi Romulo, more proper example is osgprerendercubemap - how to setup the RTT for cubemaps. Then you can have a look again in the OpenIG project, in the Triton plugin, line 70 - 114, that is the shader to generate HeighMap, for your case instead of the world Z you put in the output Z from the camera (the depth), and same for the normals. Here is the link for the code snippet:
https://github.com/CCSI-CSSI/MuseOpenIG/blob/master/Plugin-Triton/IGPluginTriton.cpp good luck ;-) On Mon, Dec 11, 2017 at 8:19 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Romulo, > > I guess you should do a render to texture and make sure the texture format > is with texels as floating points. Then custom shaders that will render > normals and depths into these textures. > > I am on travel at the moment will help you more when I get back. Meanwhile > you can do research. Start with the osgprerender example > > On Dec 11, 2017 7:13 PM, "Rômulo Cerqueira" <romulogcerque...@gmail.com> > wrote: > >> Hi Nick, >> >> how can I encode the normal and depth data in the env texture? >> >> ... >> >> Thank you! >> >> Cheers, >> Rômulo >> >> ------------------ >> Read this topic online here: >> http://forum.openscenegraph.org/viewtopic.php?p=72565#72565 >> >> >> >> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > -- trajce nikolov nick
_______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org