Hi Joseba,

Yes, I also think that osgPPU is a 'must have' in osg, however I am not the 
maintainer of the osg code, hence I hope that osgPPU would not die in the 
future or will not be replaced by something else in the main core, which would 
be very ungente ;) 
As to your error in the applied RTT texture. Could you give me the code, which 
makes the application crashes. Maybe there is some error in osgPPU which cause 
this, hence I would be able to correct it.

As to the glow shader, I would propose to do it in the way, so that it doesn't 
hurt your already valid pipeline. For example, you could add all objects, which 
has to be glowed to another camera. Hence you will get 2 cameras in your 
pipleine. First one renders your scene in a usual way, second one does render 
only the glowed objects. You then setup osgPPU on the main camera and put the 
output of the second camera into osgPPU pipeline with UnitCamera and 
UnitCameraAttachmentBypass. In the main shader you then combine the results of 
both cameras together, to make the objects glow.

Another way would be to use MRT (multiple rendering targets), should be also a 
way which has better performance, than the first one. Shaders which renders 
your objets do output something like a bitmask of rendered parts to the second 
RTT texture (gl_FragData[1]=1, if object has to glow). Use then both output 
texture in the osgPPU pipeline to combine them. 

As for the second case, I could write a simple demo code and put it into 
osgPPU, if you like. This shouldn't be that hard and you could learn how to do 
this ;)

Best regards,
art

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Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=5813#5813





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