Hi,
isn't it also a viable solution to use a slave camera that just pre-renders its
depth related scene into the depth buffer and use the main camera to render the
real scene afterwards? Both cameras operate on the same context. Though I do
not know whether it causes any problems.
Cheers,
There's also an osgoit sample program that renders a subgraph (a
non-transparent truck model) first, and then performs depth peeling render
passes (ping-pong) of the other transparent objects. The depth buffer
contents from the initial solid pass are copied via blit from one FBO to
the next one.
HI Hartwig,
What you describe is a multiple pass render to texture, the way one
does this with the OSG is to use an osg::Camera placed as slave Camera
or a Camera placed in the scene graph. The Camera has a setRederOrder
method this tells the cull traversal what order to draw things in.
Have a
Hi,
sorry, my fault. I messed up the rendering order. If the sphere is rendered
first, it works.
Thank you!
Cheers,
Hartwig
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http://forum.openscenegraph.org/viewtopic.php?p=69699#69699
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Hi,
I would like to fill the depth buffer with the data of a rendered subgraph. The
subgraph itself should not be visible in the view. Afterwards, I want to render
another - and now visible - subgraph that uses (and modifies) the previously
filled depth buffer.
How can I do this?
I wrote a
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