Hello,
I have the following application –
1) I have multiple RTT ( for blum shader ) and set them the following way
Root
+ Camera1: draw scene, RTT to texture1 (PRE_RENDER)
+ Camera2: draw scene with another shader to texture2 ( on a quad
covering the screen (ortho2D absolute proj
matrix), textured with texture1, RTT to texture2 (PRE_RENDER)
+ Camera3: draw a quad covering the screen, textured with texture2,
RTT to texture3 (PRE_RENDER)
.........
+ Camera(4): draw a quad covering the screen, textured with
texture4, no RTT (POST_RENDER)
camera1 – draws scene to texture1
camera2 draws the same scene to texture2 with shader which makes
dark parts to be darker
camera3 blurs texture2 ones to texture3
camera 4 – combines texture3 with texture1
this works OK.
2) now for CameraNode3 I'd like to have multipass to make several pass
of blur shader. Multipass uses osg Groups and attached states so that
bin2 uses as input texture from bin1
in case of such an arrangement
camera3
|
----------------------------------------
| |
Group - new StateSet (bin 1) Group - new StateSet (bin 2 )
| |
---------------------------------------
|
SubGraph to render
Only one pass is executed
Now if the arrangement is
Camera3
|
---
|
Group - new StateSet (bin 1) ----
| |
Group - new StateSet (bin 2 ) |
| |
--------------------------------
|
SubGraph to render
The result is the same – only one pass is rendered ( depending how I
will assign numerical values to bin 1 and bin 2 ).
What could be fixed here so that I could reuse the output texture from
one rtt several times ?
Also as it is related
I know that Ben Cain developed a code
On Dec 19, 2007 11:00 PM, Ben Cain
Wrote
> I've written some classes that implement RTT and post-filtering using OSG
And this code might help me.
it looks like he shared his code with some developers but it is still
not in wiki, or did I miss something ? Could anyone help to get it,
please ?
Best regards
Sergey Kurdakov
sergey.forum(_AT_)gmail.com
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