On Mon, 2010-04-26 at 18:45 -0600, Paul Martz wrote:
> Cedric Pinson wrote:
> > I am doing a deferred shading and i have a problem to use the depth
> > buffer as i would like. Here the order of drawing:
> > consider using a scene A
> > 
> > 1 Draw only in the zbuffer
> > 2 setup a camera with mtr and draw normal and color into two render
> > target. Dont touch to the depth buffer
> > - for this step i enable the zbuffer in read only and i dont attach a
> > depth buffer to the camera, i want the z to be tested from the viewport
> > done on pass 1. It's like the zbuffer is lost between 1 and 2
> 
> You said you DON'T attach the depth buffer to the camera in step 2? I believe 
> you need to attach it for the z test. Leave the depth test enabled with the 
> same 
> depth function, but set the depth write mask to false. Then it will test 
> against 
> the depth buffer.

In fact i thought that pass 1 that write to the frame buffer (depth)
would automatically used in pass 2 if i dont attach a buffer to the
camera. I tried to attach in pass 2:

camera->attach(osg::Camera::BufferComponent(osg::Camera::DEPTH_BUFFER),
GL_DEPTH_COMPONENT);

Do i need to use a texture for pass1 and reuse it for pass 2 in order it
fit ?

Thank you for your help

Cheers,
Cedric

-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:[email protected]
http://www.plopbyte.net

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