Hi Rômulo,

Repeating the question won't magically solve it.

If you're after rendering normals and depth into textures (it doesn't matter if you are rendering to cubemap-faces IMHO) then see the multiple rendering target (MRT) example. Basically you need to attach a depth and normal target to your FBO and in a custom shader write the information to it (basically that's the first step in deferred rendering). There are some deferred-rendering/shading examples based on OSG around in the web. If you're unable to find them, I can help you to retrieve them.

In the resolving pass, you need to bind the textures you've rendered to, to get the normals/depths.

Beware that there will be issues concerning filtering (since depth and normals cannot be lineary interpolated in every case)


Cheers

Sebastian



Am 19.12.2017 um 03:10 schrieb Rômulo Cerqueira:
Hi,

is it possible to generate dynamic cubemaps (with normal mapping textures)?

...

Thank you!

Cheers,
Rômulo

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=72606#72606





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