Robert,
I guess that answers my question then.  I was looking at osg::Effect as it
seemed to have a lot in common with what I want to do, but you are right,
its not really an appropriate use for it.

Thanks

Rob.

On Dec 20, 2007 9:24 AM, Robert Osfield <[EMAIL PROTECTED]> wrote:

> Hi Rob,
>
> I don't see any reason why one would implement an osgFX::Effect using
> RTT.  The idea of osgFX is that you decorate the subgraph that you
> want the effect on, this could be the whole scene, or just a single
> object.
>
> Robert.
>
> On Dec 19, 2007 9:25 PM, Robert Hansford <[EMAIL PROTECTED]> wrote:
> > 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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> > [email protected]
> >
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> >
> >
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