Ok. A tip: if you use FBOViewport you can write depth and color texture in the same pass, without any copying. That might help a bit. :)
(However, I can't remember if FBOvp supports mipmap generation at the moment. It ought to quite easy to add though.) Cheers, /Marcus Stefano wrote: > Well, it requires at least 3 additional rendering passes: the grab of the > depth buffer, the grab of the color buffer and a polygonforeground with a > shader to render the result. The thing that probabily slows down the > most is > the real-time mipmapping that opengl has to perform to the color > buffer in > each frame.. furthermore, if you also want to blur/mipmap the depth > buffer > to increase the accuracy of the effect, well.. things start to be a > little > slower :) but I think it's worth a try. > > 2007/5/9, Marcus Lindblom <[EMAIL PROTECTED]>: >> >> Neat! >> >> Do you know how much performance impact does your technique have? I'm >> thinking of implementing something similar to blur objects close to the >> camera in our app (someday at least.. :) >> >> Cheers, >> /Marcus >> >> Stefano wrote: >> > I solved the problem, at last. The render had almost all the depth >> values >> > compressed in a very limited range due to the non linearity of the >> depth >> > buffer. Once i I linearized that buffer using the following piece of >> code >> > into a vertex shader the problem disappeared. >> > >> > vec4 xx = gl_ModelViewProjectionMatrix * gl_Vertex; >> > xx.z = xx[2] * xx[3] / zFar; >> > gl_Position = xx; >> > >> > Thanks for your precious help Marcus. >> > >> > >> > 2007/5/9, Marcus Lindblom <[EMAIL PROTECTED]>: >> >> >> >> Stefano wrote: >> >> >> >> >> >> Test some values to see if you are getting discrete steps, or >> simply >> >> set >> >> >> nearest_mipmap_nearest and see if it yields equivalent results. >> >> > Here you have the results.. the first image is with >> >> > GL_NEAREST_MIPMAP_NEAREST.. the second one with >> >> > GL_LINEAR_MIPMAP_LINEAR --> >> >> > http://steffoz.altervista.org/depth.htm >> >> > I think the filtering is visible. So, if also the filtering is >> good, >> >> what >> >> > else could be? :( >> >> Yup, there is filtering all right. I can't see if mipmap-filtering is >> >> done though, but that ought to be there since you at least get >> bilinear. >> >> (However, I'm still not 100% convinced. :) >> >> >> What card are you using btw? (Don't know if you've said that >> before) >> >> >> I _know_ some cards don't filter depth component textures at all. >> >> >> (The GF7800 doesn't, for instance.) >> >> > I own a nv6600. >> >> Right. I don't know much about that card though. >> >> >> >> You might want to try the OpenGL.org forums. I'm have the feeling >> this >> >> isn't OpenSG related anymore, so there might be ppl there who knows >> more >> >> about this. Let us know if you figure it out. (Sorry for not being >> able >> >> to help more.) >> >> >> >> Cheers, >> >> /Marcus >> >> >> >> >> ------------------------------------------------------------------------- >> >> >> >> >> This SF.net email is sponsored by DB2 Express >> >> Download DB2 Express C - the FREE version of DB2 express and take >> >> control of your XML. No limits. Just data. Click to get it now. >> >> http://sourceforge.net/powerbar/db2/ >> >> _______________________________________________ >> >> Opensg-users mailing list >> >> [email protected] >> >> https://lists.sourceforge.net/lists/listinfo/opensg-users >> >> >> > >> > >> > >> > >> ------------------------------------------------------------------------ >> > >> > >> ------------------------------------------------------------------------- >> >> > This SF.net email is sponsored by DB2 Express >> > Download DB2 Express C - the FREE version of DB2 express and take >> > control of your XML. No limits. Just data. 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