Hello all and happy new year,

At the UM3D Lab we're migrating to OpenSG 2.0 and as a first step have 
implemented some advanced lighting methods akin to deferred shading and what 
Crytek released as "Massive Lighting." The work was successful and running 
well, but we ran into two limitations of the OpenSG 2.0 architecture which made 
this more difficult than it needed to be and needed to be worked around. 

1) there currently is no support for rendering into a 3D texture. the framework 
seems to be there but it's lacking the functionality. Are there plans on adding 
this? We're currently using slices (many textures) to get around this but 
missing out on the many benefits of 3d textures (sampling, cache coherency, 
etc.)

2) we ran into a problem with rendering into a texture where the same texture 
couldn't be used for multiple stages of a process. Ideally we'd like to be able 
to render into one texture and use it again in the same frame. For example, we 
write to texture 1, then use texture 1 to write to texture 2, then we want to 
use texture 2 to write to texture 1 again. However, when we try to read from 
texture 1 after this, the contents are the results from the first time the 
texture was written to instead of the second time. To get around this we 
basically use additional sources which leads to lower memory efficiency and 
some excess.

Are these known limitations of 2.0 or did we miss something?

Thanks!

E.

---
Eric Maslowski
Technical Creative Consultant
University of Michigan 3D Lab

e:   emasl...@umich.edu
p:   734-615-9699
w:  http://um3d.dc.umich.edu


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