Ben, That sounds like exactly what I'm trying to do. I'd be interested in seeing how you set up the post effect class. Could you send me a link to the Delta3D thread?
Rob. On Dec 19, 2007 11:00 PM, Ben Cain <[EMAIL PROTECTED]> wrote: > Rob, > > > > I've written some classes that implement RTT and post-filtering using OSG > and GLSL shaders. Let me know if interested. I thought about putting in > Wiki when I get time. > > > > You can take the output of one RTT stage and apply it as an input to the > next stage … ganging them together … allowing as many filters as needed ( > e.g. for creating a night vision scene … RTT of main scene -> color > amplification stage -> bright pass stage -> horizontal Gauss blurring -> > vertical Gauss blurring -> composition with original RTT of main stage -> > noise -> change of resolution). > > > > The technique is from an idea of one of the users on Delta3D forum. > > > > Cheers, > > Ben > > > > > ------------------------------ > > *From:* [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] *On Behalf Of *Robert Hansford > *Sent:* Wednesday, December 19, 2007 3:26 PM > *To:* [email protected] > *Subject:* [osg-users] osgFX and RTT? > > > > Hi all, > For one of the projects I'm working on I need to have several render > passes which operate on the rendered scene as a texture. I was wondering if > I could base the implementations on the osgFX::Effect class. I know the > existing effects are all based around simply using different statesets, but > would it be an inappropriate use of the Effect class to write Techniques > which contain a render-to-texture camera and then operate on that texture? > > A few examples of the sort of thing I'm doing are as follows: > 1) blurring the image using a Gaussian kernel. > 2) computing the min and max pixel value in the image in order to > "downgrade" HDR imagery to get the expected effects when an unusually bright > object appears in the field of view. > 3) adding noise to the image to simulate a poor quality camera. > > I am a little concerned that this may not be a proper use for the Effect > class as this sort of process probably has to be done at the root of the > scene graph, where as the existing effects can be applied to any subgraph. > However, I do like the idea of implementing these processes as nodes in the > graph that can be saved out to .osg files etc, but I can probably achieve > this by writing my own class rather than extending Effect (though that would > take me more time). > > I would greatly appreciate hearing people's thoughts on this matter. > > Thanks in advance, > > Rob. > > No virus found in this outgoing message. > Checked by AVG Free Edition. > Version: 7.5.503 / Virus Database: 269.17.5/1190 - Release Date: > 12/19/2007 7:37 PM > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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