It's really draft right now, i will post when i will have something that
is readable for a human :)
I need to finish my experiment first

Cheers,
Cedric
On Tue, 2010-04-27 at 14:24 +0200, Trajce (Nick) Nikolov wrote:
> hi Cedric,
> 
> 
> and chance to share your work on this? I am about to start working on
> the same thing
> 
> -Nick
> 
> 
> On Tue, Apr 27, 2010 at 2:20 PM, Cedric Pinson
> <[email protected]> wrote:
>         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
>         
>         
>         
>         _______________________________________________
>         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

Attachment: signature.asc
Description: This is a digitally signed message part

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

Reply via email to