Hi Hesicong,

I'd not use osgFX, and instead just compose the rendering solution you
require using either viewer level RTT Cameras or in scene graph RTT
Cameras.  Which is level is appropriate depends upon what you are
trying to do, if the effect is related to the scene then place the RTT
Camera's in the scenes, if its related to how you view the scene (i.e.
distortion correction) then place the RTT Camera's in the viewer as
slave Cameras.   The rendering order is correct via
Camera::setRenderOrder(..).

Have a look at the osgdistortion, osgprerender, osgprerendercubemap
examples.   src/osgViewer/View.cpp also has so RTT Camera slaves in
the setUpViewAs3DSphericalDisplay() and
setUpViewAsPanoramicSphericalDisplay().

Robert.

On Sat, Mar 15, 2008 at 4:29 AM, hesicong2006 <[EMAIL PROTECTED]> wrote:
> Hi everyone,
>  I'm now developing rendering software and need RTT and multi-pass
>  rendering. A box in scene contains volume data to render.
>  Here is volume rendering process:
>  Pass 1: Render Scene with box front face render, to textureFront.
>  Pass 2: Render Scene with box back face render, to textureBack.
>  Pass 3: Subtract back face from front face to get textureRayLengh.
>  Pass 4: Render box.
>  So I need RTT and multi-pass rendering technology in OpenSceneGraph. My
>  idea about this question is:
>  use two PRE_RENDER camera to render textureFront, textureBack and one
>  PRE_RENDER camera to render textureRayLength.
>  And a regular camera to render the box.
>  I've look into osgFX and found that could solve my problem by defining
>  three passes for the first three passes, then a individual camera to
>  finish the last job.
>  And my question is is there a simple and fast way to do these? Please me
>  a hand, thanks!
>
>
>
>
>
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>
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