Hi, Joseba

ok, there is now a new example called glow in the osgPPU svn. I have 
implemented the first version of the glow. Hence just created a slave camera 
and render only the thing, which I want to glow by the second camera. Then 
apply gaussian blur on the output of the second camera and combine it with the 
main camera. Then write results to the frame buffer.

Take a look. I choosed the version with the slave camera, because then you 
doesn't need to change any object shaders. You just render the object as it is 
, with its complete subgraph by the slave camera and blur the result.

The example isn't perfect. One should also apply some kind of stencil masking, 
to render only the silhuette of the glowed object (if you need so). Also a 
depth buffer check has to be made, because the slave camera doesn't have the 
depth information form the main camera. If I would find some time, I  will also 
implement this. However just to understand how a glow effect  works with 
osgPPU, this example should be enough ;)


Best regards,
art



Shaitan wrote:
> Hi Art,
> It would be great to see this demo!!!
> Another good idea is to use another camera for the 'glow objects', this match 
> perfectly with my pipeline, with minor changes on the shaders. 
> Although i propossed to use OsgPPU on the app we are doing, at this time we 
> use another postprocessing effects, so at this moment we need a quite big 
> change on it to use osgPPU (im sure that when osgPPU gets inside osg core, we 
> will use it).
> Ill try to send you the small app using osgPPU that crahses.
> 
> Thanx!!!!
> 
> J.


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