Hi,
thanks, I'll try ColorMaskChunk

I'm using an experimental platform, in Grenoble (France),
called Grimage ( http://www.inrialpes.fr/sed/grimage/index.php ,
http://www-id.imag.fr/~raffin/papers/ID/ieeevr06.pdf  )
I'm in an internship in the team who is developping it.

If anyone have others ideas for the update of the Z-buffer,
so that I can compare the framerate for the different methods ...

Another possibility I was thinking of could be to make a projective mapping
of the image captured by the video camera on the geometry of all the real objects and then
draw the virtual ones.
I have no idea how to do this using OpenSG, I'm not very familiar to this library.
If anyone one have a hint about that, it would be great!


Antonio Bleile a écrit :
Hi Adrien,

Scrive Adrien <[EMAIL PROTECTED]>:

Hi,
I'm developping an Angmented Reality environnement based on OpenSG.
 From an acquisition system I get the complete geometry of all the real
objects in
the capture room. In the same time I get the images from a video camera .
I will set the virtual camera on the same place that the real one
relatively to the
coordinate of the capture system.

Interesting.... What kind of system are you using for that?

I would like to mix real and virtual and do not have occlusion problems

My idea is to set the camera images as the background of the scene (this
is already working)
and then to update the Z-Buffer with the meshes from my capture system
(I already constructed the node with
its geometry...) but not to draw them. So then I could draw the other
objects, the virtual ones,
and with the values of the meshes of real objects in z-buffer it would
only draw the parts of virtual objects
in front.

Does anyone know if it's possible to do something like this (update the
Depth Buffer with a geometry but not
draw it) ?

You can use a ColorMaskChunk in order to disable the
drawing into the colorbuffer, something like this:

        occluderMat = ColorMaskChunk::create();
        beginEditCP(occluderMat);
          occluderMat->setMaskR( false );
          occluderMat->setMaskG( false );
          occluderMat->setMaskB( false );
          occluderMat->setMaskA( false );
        endEditCP(occluderMat);

You have to add this chunk to the material associated to
your "occluder" geometries. You'll most probably also have
to set the "sortKey" to ensure that the occluding geometries
are rendered first. Search for the "setSortKey" method.


Regards,

  Toni


-------------------------------------------------------------------------
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

Reply via email to