Hello,
I am trying to create a special rendering process using OpenSceneGraph.
This rendering is composed by two main steps :
The first step is a multi-pass rendering based on the lights of the scene. I 
must find them in the scene graph : For each lights, I draw a plane on the 
screen surface having a material defined by a fragment shader initialized with 
the current light parameters. Each rendering must be merged into a FBO.
After, I draw the resulting FBO on a screen (second step).
If I have 8 light nodes in my scene, I will have to realize 8 rendering  in 
combining them during  the first step.
Can you help me to find the best solution to make the first step with a 
combining shader  (object to use, to redefine, ...)?
My objective is to use graphics card's power in order to make merging and 
rendering (no CPU).
For the moment, I parse the light node (using my own NodeVisitor) but I can't 
compute my different rendering  and combine them into a FBO.
I search a easy solution like osgDistortion object (where cameras are directly 
implemented in this objet and user must just give scene node).

Best regards.

Romain

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http://forum.openscenegraph.org/viewtopic.php?p=7214#7214





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