Re: [Opensg-users] OpenSG 2: Setting up the depth buffer

2015-10-19 Thread Johannes
Hello Gerrit, once again. I did a glance at the multisampling OpenGL technique and compared it to the OpenSG texture/FBO usage. As I see it, multisampling is currently not supported by OpenSG. Following the wikipedia entry

Re: [Opensg-users] OpenSG 2: Setting up the depth buffer

2015-10-19 Thread Johannes
Hello Gerrit, suppose we would have a corresponding FBOForeground, which manages a FBO and would be filled from the render buffer by blit operation at the end of the render task (probably on request only). What I have in mind is to setup such a foreground in my first viewport and to use the

Re: [Opensg-users] OpenSG 2: Setting up the depth buffer

2015-10-19 Thread Johannes
Hello Gerrit, below you can find my simple not finished example with the FBOBackground. It works reasonably with a standard render context but fails with a multisampling context. I have currently not figured out what exactly is going wrong, so. Best, Johannes // User interface: // a) mouse

Re: [Opensg-users] OpenSG 2: Setting up the depth buffer

2015-10-09 Thread Gerrit Voß
Hello, I added a new OSGFBOBackground which takes a FramebufferObject and on clear tries to blit all color, depth and stencil buffers, either to the active FBO or to the window framebuffer. I only came around to do some quick testing, but it gives you something to start with (and ideally it

Re: [Opensg-users] OpenSG 2: Setting up the depth buffer

2015-10-09 Thread Johannes
Hello Gerrit, On 09.10.2015 12:52, Gerrit Voß wrote: > > I added a new OSGFBOBackground which takes a FramebufferObject and > on clear tries to blit all color, depth and stencil buffers, > either to the active FBO or to the window framebuffer. > This is really great. I will immediately take an

Re: [Opensg-users] OpenSG 2: Setting up the depth buffer

2015-10-07 Thread Gerrit Voß
Hi, On Tue, 2015-10-06 at 10:11 +0200, Johannes Brunen wrote: > Hello, > > > > I'm looking for a method to setup the depth buffer and possibly the > stencil buffer befor starting rendering a viewport. > > > > Suppose I have rendered a viewport with complex geometry into textures > with a

Re: [Opensg-users] OpenSG 2: Setting up the depth buffer

2015-10-07 Thread Gerrit Voß
Hi, On Wed, 2015-10-07 at 13:55 +0200, Johannes wrote: > On 07.10.2015 09:27, Gerrit Voß wrote: > > > > a passive background might help. It can take a clear callback > > where you can do the blitting. Another option in there > > is to blit the current framebuffer into an FBO (which is not

Re: [Opensg-users] OpenSG 2: Setting up the depth buffer

2015-10-07 Thread Johannes
On 07.10.2015 14:52, Gerrit Voß wrote: > > For your shader problem below, ... > The easiest way around this is to use a SimpleSHLChunk instead ... I did not know about that one :-( I took a look into the PassiveBackground implementation and it seems that it is quite near to what is needed here