Hello Carsten,

thanks for instant reply.

On 01.03.2016 18:22, Carsten Neumann wrote:
>
> On 2016-03-01 10:52, Johannes Brunen wrote:
>>
>> How do I get the floating point format render target if I use the HDRStage?
>   > Where does it come from?
>
> I suspect that is controlled by the bufferFormat field of HDRStage.
>
Sorry Carsten, but I did not formulate my question appropriate. What I 
currently did not understand correctly is at what point does the 
floating point render target, managed by the HDRStage, replaces the 
normal display render target. It boils down to an understanding problem 
of Stages, Partitions and grouping of the latter, I think. Could you 
explain these concept for me?

Say I have 3 Stages s1, s2 and s3 that I have placed on top of each 
other in the scene. Each stage does have its own render target defined. 
How happens the hand shake between them and with the display draw 
buffer? Which one is rendered first?

I would like to be able to write Stages myself and do need a thorough 
understanding of what are the underlying rules and ideas.

>> How can I setup my own tone mapping shader with the HDRStage?
>
> It does not look like that is a customization point at the moment.
> Either making HDRStage::generateHDRFragmentProgram virtual (assuming a
> new shader uses the same uniforms) or a new stage for your algorithm
> would be needed.
>
I will think about it.

>> Do I always have to pay for the shrinking  and blurring stuff?
>
> That is used for the bloom effect where bright light sources/surfaces
> "bleed" into adjacent fragments. I guess the HDRStage could be optimized
> to skip these steps if the settings that control them are at 0.
>
Oh, I lacked the fantasy that this could be an implementation of the 
bloom effect. Actually, I'm interested in this effect too :-)

>
>> How can I rescue the depth buffer from the original scene rendering into
>> the display depth buffer?
>
> Hmm, I don't recall how other stages handle that, does glBlitFramebuffer
> work for the depth attachment?
In principle it does. The recent FBOBackground and FBOForeground rely on 
this feature.

This is important to me, since we need to render into the display buffer 
after OpenSG render action has finished. For that the depth buffer must 
be valid.

Same question arises for other Stages as well, especially for the 
ShadowStage.

Best,
Johannes



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