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
> 
> 
> 
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