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.
>
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