Hi Mihai, >A short comment before looking at any of the code ( can't open the zip ).
I've checked the zip File, it's working for me (i've open it with 7zip) , independent of using windows or Linux as OS. If you got anymore trouble with this file, i could send the zip-file to your private mail address separately, if you wish. The coords for the textureUnits are hard coded in the OSGObjects class, where i define the quad and the hud objects. These are standard coords and there should be no problems with them: osg::ref_ptr<osg::Vec2Array> texCoords = new osg::Vec2Array(); texCoords->push_back(osg::Vec2(0.0f,0.0f)); texCoords->push_back(osg::Vec2(1.0f,0.0f)); texCoords->push_back(osg::Vec2(1.0f,1.0f)); texCoords->push_back(osg::Vec2(0.0f,1.0f)); geometry->setTexCoordArray(0,texCoords.get()); Thanks for the hint with the projection matrix. This could be the problem, i will check it later, if i got solved the main problem with the wrong camera view definitions, which i could solve until yet... I think this issue is the main problem i've. I don't understand why i got invalid RTT object's if i use the ABSOLUTE camera view definitions. Best regards, Christian Mihai Radu wrote: > Hi Christian, > > A short comment before looking at any of the code ( can't open the zip ). > > >From the snippets you posted, it looks to me like the texture > coordinates used for textureUnit 0 are not correct. > If they are set with the geometry ( per vertex ), then the first part > should work well, if they are either object-relative or eye-relative > with a TexGen to calculate them, that requires some calculations in the > vertex shader ( that are done automatically by the fixed-function > pipeline ). > > Looking even more closely, I can see you are rendering to a single quad > ( z values are 0 ), and the last line scales everything in the [0.0,1.0] > range, from the usual [-1.0,1.0], something that is done with projective > texturing ( see osgshadow example for the way _texGen is being scaled ). > I think the only reason your second snippet is working is because you > are using an identity matrix for the camera, if you were using anything > else, your results would probably be off. > > summary: check the texture coordinates for the pass you are referring to :) > > Cheers > Mihai > > Christian Heine wrote: > >> Hello, >> >> 2nd issue (Shader): >> If i use in the vertex shader the values of the rendering pipeline with >> the following >> setups, the RTT result is shown like in the working screenshot. The blur >> effect >> of the second pass is not effected but the shader executed (set color to >> red): >> >> gl_Position = ftransform(); >> vTexCoord = gl_MultiTexCoord0; >> >> If i use this simple code sniplet (used in RenderMonkey for Shadertest) >> then the >> RTT is moved to screen center and sized up where nothing is shown (See >> defect_vertexShader >> Screenshot): >> >> vec2 Position; >> Position.xy = sign(gl_Vertex.xy); >> >> gl_Position = vec4(Position.xy, 0.0, 1.0); >> vTexCoord = Position.xy *.5 + .5; >> >> I couldn't be explain, why this simple snipplet occurs in such an >> effect. There is >> nothing special done ... >> >> Thanks for any help, >> best regards >> Chris >> >> >> > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

