I fixed the problem, attaching a depth buffer and using the same camera for pass 1 and pass 2 and
Thank you for your help On Tue, 2010-04-27 at 11:14 +0200, Cedric Pinson wrote: > 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 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:[email protected] http://www.plopbyte.net
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