Thanks for your answer but I already use multi pass render with RTT. That I would like to do it's to make a blending between the value witch is already in the texture and the news value I put in with the shader, that in the same pass. I want to do that because with my shader I access multiple time to the same texture (one time by peeled layer) and I want the max value of all the layers i peel.
2010/1/7 Julien Valentin <julienvalenti...@gmail.com> > Hi there, > If i understand you want to do render to texture (RTT) pass: > You have several choice in order to do that. I give you the more classic > RTT with multitexturing: > > //need 3 textures texA &texB input values and TexC binded to camera via fbo > uniform sampler2D texA; > uniform sampler2D texB; > > void main(){ > vec4 color1=sample(texA,texcoord.x,texxcoordy); > vec4 color2=sample(texA,texcoord.x,texxcoordy); > > //you blending function > gl_fragcolor=color1*(color1.a)+color2*color2.a*(1-color1.a); > } > > The only thing you have to do is to declare a camera on prerender step > whose frame buffer is attached to the texC and bind shader parameters to > texA and texC > Hope it will fit your usage ( see osggameoflife for RTT) > > >> Hi JP >> >> For now I Initialize a texture with the value A, in the shader I put the >> value B and I would like to have a the end in the texture the max blending >> between the value A and B. >> >> Lets do an example: >> >> I create an texture Tex initialized with color red (1,0,0,1) >> >> I attach my texture to a camera Camera->attach(osg::Camera::COLOR_BUFFER0, >> Tex); >> >> I use a shader witch do this treatment: gl_FragData[0] = >> vec4(0.0,1.0,0.0,1.0); >> >> And I would like have a yellow (1.0,1.0,0.0,1.0) texture at the end of the >> treatment. >> >> For now using an osg::BlendEquation with RGBA_MAX blending, I have if I >> define a clearColor to my camera the blending between this clearColor and >> the color use in the shader. I think this is normal because the >> blendEquation define how the blending is doing between the color >> previously >> in the frame buffer and the added color. But it's not what i want I would >> like to have the blending between the color previously in the texture and >> the added color. >> >> Thanks for your help >> >> Clement >> >> 2010/1/7 J.P. Delport <jpdelp...@csir.co.za> >> >> > Hi Clement, >> > >> > could you explain a bit more what you expect and what you are getting? >> Do >> > you want to blend between the different textures (AFAIK you cannot do >> this >> > unless you do another pass)? Are you expecting max, but getting average? >> > >> > jp >> > >> > clement vidal wrote: >> > >> >> >> >> Hi, >> >> >> >> I have a problem with BlendEquations and shaders. That is the >> situation: >> >> >> >> I attach several textures to my camera using COLOR_BUFFER0, >> >> COLOR_BUFFER1, ... >> >> I use a shader to make the rendering into this textures. >> >> >> >> There is some values in this textures and i would like to use a max >> >> blending between the value wich are already in and the values i affect >> in >> >> the shader. >> >> >> >> When I define an osg::BlendEquation with RGBA_MAX blending, i have the >> >> blend result between the value in the frame buffer (background color or >> >> ClearColor ) and the value in the shader. >> >> >> >> What I do wrong? Somebody have a idea? >> >> >> >> Thanks for helping >> >> >> >> >> >> >> ------------------------------------------------------------------------ >> >> >> >> >> >> _______________________________________________ >> >> osg-users mailing list >> >> osg-users@lists.openscenegraph.org >> >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> > >> > -- >> > This message is subject to the CSIR's copyright terms and conditions, >> > e-mail legal notice, and implemented Open Document Format (ODF) >> standard. >> > The full disclaimer details can be found at >> > http://www.csir.co.za/disclaimer.html. >> > >> > This message has been scanned for viruses and dangerous content by >> > MailScanner, and is believed to be clean. MailScanner thanks Transtec >> > Computers for their support. >> > >> > >> > _______________________________________________ >> > osg-users mailing list >> > osg-users@lists.openscenegraph.org >> > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > >> >> > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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