Its still not working with tiff. But I also have problems when I put it directly into the texture, it doesn't work too.

Any ideas?

Am 11.01.10 22:27, schrieb Mourad Boufarguine:
Hi Dominic,

AFAIK, the png plugin does not support writing depth image. Try the tiff plugin in svn/trunk ; a recent submission made it write depth images, and it works for me.

Mourad

On Mon, Jan 11, 2010 at 4:17 PM, Dominic Stalder <[email protected] <mailto:[email protected]>> wrote:

    Hi there

    I have the following RTT method:

       ref_ptr<Image> image = new Image;
       image->allocateImage(osgViewer->width(), osgViewer->height(),
    1, GL_RGBA, GL_UNSIGNED_BYTE);

       // resets the size of the texture
       texture->setTextureSize(osgViewer->width(), osgViewer->height());

       // sets the clear mask the depth buffer
       camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

       // sets the clear color to white
       camera->setClearColor(Vec4(1.0, 1.0, 1.0, 1.0));

       ...matrices and viewport...

       // sets the reference frame to an absolute coordinate frame
       camera->setReferenceFrame(Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT);

       // sets the texture camera to render before rendering to the screen
       camera->setRenderOrder(Camera::PRE_RENDER);

       // sets the rendering target of the texture camera to the frame
    buffer object (FBO)
       camera->setRenderTargetImplementation(Camera::FRAME_BUFFER_OBJECT);

       // attaches the texture to the texture camera (important:
    samples mustn't be greater than zero)
       // buffer component, texture, level, face, mip map generation,
    samples, color samples
       camera->attach(Camera::COLOR_BUFFER, image.get(), 0, 0);

       // adds the node to the texture camera (this node will be
    rendered to the texture)
       camera->addChild(node);

       // adds the texture camera to the root node
       root->addChild(camera);

    If I write this image to file, it works great, I have my "balance"
    in the middle of the image --> see attachment color_buffer.png.
    Now I would like to write the depth buffer to the image (just for
    debugging, afterward I write it to the texture), so I change the
    following lines:

    image->allocateImage(osgViewer->width(), osgViewer->height(), 1,
    GL_RGBA, GL_UNSIGNED_BYTE); -->
    image->allocateImage(osgViewer->width(), osgViewer->height(), 1,
    GL_DEPTH_COMPONENT, GL_FLOAT);

    camera->attach(Camera::COLOR_BUFFER, image.get(), 0, 0); -->
    camera->attach(Camera::DEPTH_BUFFER, image.get(), 0, 0);

    After that I get the image depth_buffer.png, but this isn't
    correct, is it?

    The texture looks like this, is it correct?

       // creates the texture for the shadow map
       texShadowMap = new Texture2D;
       texShadowMap->setInternalFormat(GL_DEPTH_COMPONENT);
       texShadowMap->setShadowComparison(true);
       texShadowMap->setShadowTextureMode(Texture2D::LUMINANCE);
       texShadowMap->setFilter(Texture2D::MIN_FILTER, Texture2D::LINEAR);
       texShadowMap->setFilter(Texture2D::MAG_FILTER, Texture2D::LINEAR);
       texShadowMap->setWrap(Texture2D::WRAP_S,
    Texture2D::CLAMP_TO_BORDER);
       texShadowMap->setWrap(Texture2D::WRAP_T,
    Texture2D::CLAMP_TO_BORDER);
       texShadowMap->setBorderColor(Vec4(1.0, 1.0, 1.0, 1.0));

    What am I doing wrong in this function?

    Thanks a lot
    Dominic

    _______________________________________________
    osg-users mailing list
    [email protected]
    <mailto:[email protected]>
    http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to