Hi,

On Sat, 2010-01-02 at 13:01 -0500, Maslowski, Eric wrote:
> 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.)

I'll have a look and fix it.

> 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.
> 

hmm, theoretically it should work, at least the basic infrastructure
should work (e.g. the hdr stage ping pongs textures in the same frame).

For my better understanding, is this a post processing setup, e.g. like
the hdr stage where you render the scene into an texture and than
continue to work in image space, or are the intermediate textures used
to render 3D geometry ?

thanks & kind regards
  gerrit



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