Hi Jason,

Compositing is topic that I haven't personally tackled yet, but am
very curious about it, and something I something that osgViewer could
probably evolve to help out with it.   I say evolve as it doesn't have
an explicit support for it right now, but in terms of functionality
compositing is a high level feature that depends upon the hardware
setup rather than the scene itself, so is natural to implement it at
the higher level of the viewer, rather than embedded in the scene
graph.  It would be nice to have composite support as a configurable
feature of osgViewer just like management of multiple graphics
context/displays.

To implement what you need right now it might well be best to
modify/subclass osgUtil::RenderStage/RenderBin to provide the hooks
you require as its the object in the rendering backend that does the
rendering.   I'm open to see required changes merged into the core
OSG, with a view to see compositing support make its way into a core
feature of osgViewer.

Robert.

On Wed, May 7, 2008 at 3:48 PM, Jason Baurick <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> I'm implementing various sort-last compositing methods using OSG.  For depth
> compositing you need to composite after the opaque data has been rendered
> but before the transparent data has been rendered.  Compositing is actually
> done with buffer transfers Read Pixels, Texture Images, PBOs, etc...
>
> Since each view has to do different work I just added Geodes with custom
> drawables to the scene graph which do the required GL action.  The problem
> with this method is I'm adding at least one node for each GPU I want to work
> with, in some sort-last cases multiple nodes per GPU.  This is not a clean
> implementation in my opinion.  So I am looking for other ideas on how I can
> insert operations in-between rendering bins.
>
> - Jason
>
>
> On Wed, May 7, 2008 at 2:59 AM, Robert Osfield <[EMAIL PROTECTED]>
> wrote:
> > Hi Jason,
> >
> > What do types of operations are you looking to do?
> >
> > Robert.
> >
> >
> >
> >
> > On Mon, Apr 28, 2008 at 9:58 PM, Jason Baurick <[EMAIL PROTECTED]> wrote:
> > > Hi,
> > >
> > > I recently started working with OSG and I have what is hopefully a
> simple
> > > question.  I have a composite viewer with two views, I want to perform
> an
> > > action on the buffers in each view between the opaque rendering and the
> > > transparent rendering, each view needs to perform a different action.
> > > Currently to make this work I added two nodes to my scene graph, culled
> out
> > > one for each view and then stuck them in a renderbin between the opaque
> and
> > > transparent bins.  So I guess what I'm asking is if there is a simpler
> way
> > > to do this?  I tried setting up camera callbacks, but this happens at
> the
> > > wrong point, my next thought would be to overload the draw traversal.
> > >
> > > Any suggestions would be welcomed, thank you in advance.
> > >
> > > --
> > > --Jason Baurick
> > >
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> > >  [email protected]
> > >
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> > >
> > >
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> >
>
>
>
> --
> --Jason Baurick
>
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>
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