Hello Filip,
Thanks very much for the information. Hopefully this will get me
going in the right direction when I start to implement IR sensor
simulation myself.
Yefei
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
> Sent: Thursday, August 23, 2007 5:00 AM
> To: [email protected]
> Subject: Re: [osg-users] Infrared Sensor Simulation?
>
> A simple approach.
> 1. Create a separate intensity texture set for all the models in your
> scene.
> 2. Create 3 PRE_RENDER cameras that render to textures(Intensity map,
> DepthMap and NormalMap) using FBO.
> 3. Render these to a textured quad where you use a Fragment shader to
> calculate the resulting intensity based on your falloff formula (using
> the Depth and Normal).
>
> Hope this helps you a little along the way. I'm new to OSG, so I can't
> offer too much help on the actual code.
> Maybe someone else has some details on how to use separate texture sets
> for 3D models in osg. If there is no automated way of doing it in osg,
> you can have a look at the texture3D example.
>
> You can search osg-users for Shuxing Xiao's email Subject: "Multipass
> rendering" for example code on how to create the runtime textures.
>
> Filip
>
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