Hi,
alessandro terenzi wrote:
Thank you for your suggestions, I'll have a look at osgPPU example...
I already have some HDR images but, since I have no experience with
HDRI, I'd like to know what possibilities I have in order to use them
for lighting...for example I'd like to know about the 'high level' steps
one has to follow either if using shaders or if using the fixed pipeline
and also if results are comparable in both cases...
sorry, I'm no expert in HDR lighting. I'd expect shaders to be the best
way. As I understand it, you do all of your lighting calcs in floats and
then just scale the result into display bit depth. The calc and scale
part will depend on what you want to do. The input bit depth of the
lighting textures and/or model rgb values would also influence the result.
Regarding the plugins, I imagine that some of them can load HDR images
but how can I specify that I want to use them for lighting?
They are just textures in the end. You need to get from a disk format
into the GPU without losing precision. Your lighting calcs just use
values from these textures in computation.
Honestly, I
thought that I MUST use shaders or at least create a 'ad hoc' lighting
engine in order to use HDRI for lighting, am I wrong?
I'm not sure. I'd go with shaders anyway.
Hope someone else can help you more. I'm sure google will also get you
some simple opengl HDR examples and explanations.
rgds
jp
Thanks.
Kind regards.
Alessandro
On Tue, Mar 2, 2010 at 11:19 AM, J.P. Delport <[email protected]
<mailto:[email protected]>> wrote:
Hi,
do you already have HDR images? If so, look at the list of plugins,
some of them support >8bit input. If not, you can create HDR
textures using RTT cameras. See e.g. osgprerender.
Do you want to use shaders or fixed pipeline?
osgPPU has an HDR example you can also maybe look at.
jp
alessandro terenzi wrote:
I'd like to use HDR images to light my 3D models, how can I
achive this with OSG? Is there an example to start with?
Thanks.
Kind regards.
Alessandro
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