So I've got multiple projective texturing passes working, but I've run
into yet another problem. When the additional passes happen, they cause
flickering, which appears to be from fighting between the various
cameras projecting onto the scene.
I've tried using NESTED_RENDER on the cameras, increasing the camera
values with a static counter, but they still fight. How would I go about
removing the flicker from the different camera passes?
Thanks in advance,
Art Tevs wrote:
Hi,
if you want to have it to be extendable to n-passes, then you have to go the
way you have proposed first. Create n camera's located on the same position.
The subgraph scene of the camera should have your projective shader applied, so
that if it get rendered then you have projected the correct texture on the
scene.
Afterwards you have to combine them. The easiest way would be to use the osgPPU
library (use the current svn version) where you can specify a shader which do
combines all the camera views into one texture.
Of course this is still not a general solution, because you need to know how much cameras you have when you write your shader.
Maybe the other solution would be to attach the same output texture to every
camera's frame buffer object and use a shader and an adding-blend operation to
write only the 1/n of the color value to that texture . After all camera
passes you will get the average value out of it.
Cheers,
Art
----- Ursprüngliche Mail ----
Von: Jason Ziglar <[EMAIL PROTECTED]>
An: OpenSceneGraph Users <[email protected]>
Gesendet: Montag, den 5. Mai 2008, 22:42:09 Uhr
Betreff: Re: [osg-users] Multiple projective texture passes?
I don't see any straightforward way to ensure that is is extensible to
n-passes using that technique though. My understanding is that I can't
have an array of matrices in the shader, so in order to add a single
pass I'd have to go and recompile the entire program.
Is there a technique for having multiple transformation matrices without
hard-coding the list of matrices?
Thanks in advance,
Art Tevs wrote:
Hi Jason,
I think, you do not need multiple cameras. If you have
the projective matricies of each of the captured
viewcamera, then you can just combine all the
projective textures in one pass. Just pass all your
matricies and corresponding textures to the shader and
compute the average value.
If you was able to setup the environment for the one
projective textures, then extending it to multiple
textures is not a big issue.
Cheers,
Art
--- Jason Ziglar <[EMAIL PROTECTED]> schrieb:
Hi all,
I'm trying to write a program which takes
multiple images and
projectively textures a scene with them. The images
are taken at
different locations within the scene, and I'd like
to have the scene
rendered with the result from projecting all the
images onto the world
geometry.
I've got a shader and code base which can
project a single image
onto geometry, but I'm not entirely certain how to
extend this to
multiple images. Multiple cameras seems like the
right idea, except that
I don't see how to grab the correct transforms and
textures for a given
camera and apply them to the scene in order. Any
suggestions?
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