Hi Gerrit, Sorry for the delay. Somehow this got pushed into the spam filter.
Since the textures hold lighting/depth/etc. information it is used to render the 3d geometry and is not a post process. Thanks E. --- Eric Maslowski Technical Creative Consultant University of Michigan 3D Lab email: emasl...@umich.edu > -----Original Message----- > From: Gerrit Voß [mailto:vo...@vossg.org] > Sent: Saturday, January 02, 2010 21:54 > To: opensg-users@lists.sourceforge.net > Cc: Sean Petty > Subject: Re: [Opensg-users] Advanced Lighting Implementation > (Limitations) > > > 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 > > > > ----------------------------------------------------------------------- > ------- > This SF.Net email is sponsored by the Verizon Developer Community > Take advantage of Verizon's best-in-class app development support > A streamlined, 14 day to market process makes app distribution fast and > easy > Join now and get one step closer to millions of Verizon customers > http://p.sf.net/sfu/verizon-dev2dev > _______________________________________________ > Opensg-users mailing list > Opensg-users@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/opensg-users ------------------------------------------------------------------------------ This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users