Re: [osg-users] Offscreen rendering with multisampling

2016-12-15 Thread Wojciech Lewandowski
Hi Jan, ... with more slave cameras it simply do not work ... Bugs happen (so I am not going to exclude them). But in my experience its very easy to burn whole GPU memory with too many FBOs. For example: 4k x 4k, 4 sample RGBA (4bytes) + DEPTH(4bytes) FBO takes 512 MBs. With double buffered

Re: [osg-users] Offscreen rendering with multisampling

2016-12-15 Thread Jan Stalmach
Hi, we have also problems with multisampled FBO. The problem is that in the simple example code all works fine but in complex scenes with more slave cameras it simply do not work (we have more slave cameras for OIT). I hope also for some hint where could be the problem. Thank for any idea.

Re: [osg-users] Offscreen rendering with multisampling

2016-12-09 Thread Christian Buchner
Could it be that global graphics driver settings might override your application choice for multisampling? On Windows, sometimes you may have to set the graphics driver OpenGL quality or antialiasing settings to "Application controlled" - details are possibly depending very much on your

Re: [osg-users] Offscreen rendering with multisampling

2016-12-09 Thread Wojciech Lewandowski
Well...If you don't need too big resolution, you may try to simply oversample. Set PBUFFER at 2x or 4x of your desired res. Render and then downsample to your image res. Multisampling does not differ much from it (it just more effective with lower number of samples and its randomized sample

Re: [osg-users] Offscreen rendering with multisampling

2016-12-09 Thread Krzysztof Rahn
Wojtek wrote: > Hi Krzysztof, > > Not sure about PBO but FBO support in OSG works with multisampling.  > See   > > > > Camera::attach( >   BufferComponent buffer,  >   osg::Texture* texture,  >   unsigned int level,  >   unsigned int face,  >   bool mipMapGeneration,  unsigned int

Re: [osg-users] Offscreen rendering with multisampling

2016-12-09 Thread Krzysztof Rahn
Rambabu wrote: > Hi, > Use osg::DisplaySettings::instance()->setNumMultiSamples(4); in the first > line of main function then you will get antialised one. > ... > > Thank you! > > Cheers, > Rambabu Thank you for your fast reply. Unfortunately this didn't work. -- Read this

Re: [osg-users] Offscreen rendering with multisampling

2016-12-09 Thread Rambabu Repaka
Hi, Use osg::DisplaySettings::instance()->setNumMultiSamples(4); in the first line of main function then you will get antialised one. ... Thank you! Cheers, Rambabu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69646#69646

Re: [osg-users] Offscreen rendering with multisampling

2016-12-09 Thread Rambabu Repaka
Kris wrote: > Hello everyone, > > I'm working on a company project that displays navigation maps for ships with > OpenSceneGraph. > The product we develop is a library that generates map images, so a customer > (developer) > can use our library to develop its own navigation system. > > This

Re: [osg-users] Offscreen rendering with multisampling

2016-12-09 Thread Wojciech Lewandowski
Hi Krzysztof, Not sure about PBO but FBO support in OSG works with multisampling. See Camera::attach( BufferComponent buffer, osg::Texture* texture, unsigned int level, unsigned int face, bool mipMapGeneration, unsigned int multisampleSamples, unsigned int multisampleColorSamples)

[osg-users] Offscreen rendering with multisampling

2016-12-09 Thread Krzysztof Rahn
Hello everyone, I'm working on a company project that displays navigation maps for ships with OpenSceneGraph. The product we develop is a library that generates map images, so a customer (developer) can use our library to develop its own navigation system. This requires to generate a offscreen