Hello Erik, Erik Podetti wrote: > Hi everybodies, > I'm implementing some deferred shading algorithm > plus Radiance Shadow Maps techniques. What I do now is render the scene > from the camera point of view in a FBOViewport and draw to multiple > render targets. Obtaining 3 textures with the scene geometry (1. color > 2. position 3. normals and linearized depth) next I do following > render passes adding these textures to a ChunkMaterial and adding the > Material to a PolyForeground object. In the material I also add a > SHLChunk with my shader programs. Finally I push the PolyForeground to > another FBO and render the FBO.
hm, I suppose it is not an option for you, but IMHO this type of thing becomes a lot less messy with 2... (I've actually a partially implemented deferred shading node core and pieces to compute shadow maps for it that I hope to finish in the near future). > 1. As I don't need the standard pipeline to render the depth buffer in > the last FBO can I disable it in any way? it looks like there won't be a depth attachment if none of the textures have a depth format. > 2. Actually I do render 5 or 6 FBO for my render passes in sequence and > I use these commands in "display" function > > win->activate(); > win->frameInit(); > osg::RenderAction *rAct = osg::RenderAction::create(); > fbo->setParent(win); > rAct->setWindow(win.getCPtr()); > fbo->activate(); > fbo->render(rAct); > fbo->setParent(NullFC); > win->frameExit(); > delete rAct; > > ...where "win" is the simpleSceneManager window. Is it the fastest way > I can render FBOs or deleting and recreating render actions is a waste > of time? yes, you can keep the RenderAction around throughout the application runtime. > 3. I can't figure out why my frame-rate drops down so quickly as I > render more FBOs...I use OpenGL High lever shading language (GLS) for my > vertex and fragment programs. Maybe they aren't so optimized as ARB > programs...dunno...Do you have any experience using those programs? I suspect it is the way the FBOViewport works, it essentially reassembles the FBO each frame instead of only when attachments or sizes change. AFAIUI that is considered a fairly expensive operation. From my (not exhaustive) experience with GLSL I've not noticed huge performance problems. Cheers, Carsten ------------------------------------------------------------------------------ Open Source Business Conference (OSBC), March 24-25, 2009, San Francisco, CA -OSBC tackles the biggest issue in open source: Open Sourcing the Enterprise -Strategies to boost innovation and cut costs with open source participation -Receive a $600 discount off the registration fee with the source code: SFAD http://p.sf.net/sfu/XcvMzF8H _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users