Hi all,

I have a problem in which I have to do multipass rendering. When I say
multipass, it's in fact rendering to a texture which is the input for the
next rendering, etc... and that about a hundreds time... I could explain
why, but only if necessary, but let's say that no there is no better way
than doing a cascaded rendering with that amount of steps, and in fact,
that's sphecifically why I'm doing it on GPU...

Moving on to OSG related problem, it seems to me that every time you want
to render to a texture you have to add a Camera node. I've heard that you
could maybe do a little bit better, by having only one Camera node, but
several paths leading to it with differents statesets. But in my case, I
can't have only one camera, and several statesets, because each time, I
have to change
the fbo to render to, that can only be done by adding a new camera, with a
different texture to render to ...

So my question is, is there a better way to do this kind of multipass 
rendering, than adding a camera for each step ? (better in the sense of
less costly ...)
I'm asking this because when I look at the stats, drawing takes about 60 ms,
and gpu time is 80ms. I expected the value for the gpu, because for each
camera, there is a fragment shader associated. But I didn't expect the
draw time to be so high, and I really think that is because of the way I'm
doing it (too many nodes maybe ... :( )

Thank you all
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