Hi Ulrich,

Ulrich Hertlein wrote:
> Hi Maxime,
> I'm extremely irritated by what you write and maybe I'm not the only one.
> 

 I am very sorry, please apologize.
Maybe could you tell me why so that I won't do it again.


Ulrich Hertlein wrote:
> 
> Why do you suspect that the Z-buffer is influenced by alpha blending?
> 

 Because problems only appear with models having alpha blending.


Ulrich Hertlein wrote:
> 
> So you're reading back the depth buffer and it's not what you expect?  Could 
> you post a 
> screenshot?
> 
> /ulrich
> 

 You're right, it would be clearer.

Here is the camera view (with a green mask):
[Image: http://img7.hostingpics.net/pics/144972Z_buffer_colorimage.png ] 
(http://www.hostingpics.net/viewer.php?id=144972Z_buffer_colorimage.png)

here the distance of fragments to the camera computed in shader:
[Image: http://img7.hostingpics.net/pics/850811Z_buffer_shader.png ] 
(http://www.hostingpics.net/viewer.php?id=850811Z_buffer_shader.png)

and the Z-buffer image:
[Image: http://img7.hostingpics.net/pics/690702Z_buffer_pourri.png ] 
(http://www.hostingpics.net/viewer.php?id=690702Z_buffer_pourri.png)

 Problems are only located on surfaces having transparency.


And to be complete:
- The Z image is computed from another viewer than the rendering one (I 
allocate an image and attach it to prerendering cam's Z-buffer then execute one 
frame() ). 
- The images are sampler2D in the shader, thus I retrieve pixels from them and 
put it in gl_FragColor to be able to display.


Thanks a lot for help, and once again I'm very sorry for being so irritating, 
please accept my apologies.

Cheers,

Max

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=15942#15942





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