Hi,
On 08/12/10 20:54, Thorsten Roth wrote:
Hi,
Am 08.12.2010 12:19, schrieb J.P. Delport:
Yes, a pass where the camera looks at a screen aligned quad. You just
fill in whatever you want into all the MRT buffers using glFragData. You
attach the same textures as for the second pass. Let me know if you need
more info.
rgds
jp
Best thing would be a code snippet, if you have one at hand ;-) ..tried
several things such as using a slave camera with a different clear color
today, but somehow that didn't seem to do the job, so I am quite
interested in your approach :)
It need not be a slave camera, it can just be a camera in your scene. We
have some initial code for an image processing lib here:
http://code.google.com/p/flitr/source/checkout
have a look at:
examples/glsl_shader_pass/simple_shader_pass.cpp
for an example. This uses only a single render target, but the concept
is the same for many. Just attach more textures to the camera output and
push data into it with glFragData.
Attach like so e.g.:
// attach the output textures
Camera_->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+0),
OutputTexture_.get());
Camera_->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+1),
OutputShortTerm_.get());
Camera_->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+2),
OutputLongTermA_.get());
Camera_->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+3),
OutputLongTermB_.get());
You can also just chain passes together by attaching more passes to your
scene.
I also recently posted an example with two cameras rendering over each
other here:
http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/62892/
rgds
jp
Thank you!
-Thorsten
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