Hi,

First, please put some subject to your post.

Maybe take a look into osgPPU
(http://projects.tevs.eu/osgppu) this is a nodekit
which is what you looking for. 
It helps you to make multipass (render to texture and
then as input to next texture) in a very simple way,
without creating additional camera nodes.

Best regards,
Art



--- [EMAIL PROTECTED] schrieb:

> 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
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
>
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 



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