I'm quite desperate on this one,

any advises how to setup the camera in the second pass, anyone?
Hello again,

In my project I need to setup a second render pass that performs the following:

Render the scene from the original camera's view (as in the first RTT pass).
Set the second camera to be pre-render with render-order increased.
Render some volumes and apply a shader a those positions.

With this I have some questions:

1. If the second camera is set up with setReferenceFrame(osg::Transform::RELATIVE_RF), will this be the exact view as in the first camera? 2. Can I reuse the depth buffer produced in the first rendering pass for depth-testing in the second pass via simply attaching it as depth-target and not writing to it?

3. My goal is to execute the shaders only at the positions in the view space where the volumes intersect some geometry, in order to calculate view-space lighting there. Unfortunally I get totally wrong view space coordinates with this (e.g. the light position calculated by gl_ModelViewMatrix * vec4(0,0,0,1) is somehow screwed)
Is this the way to go?

I have done 1) and 3) in plain OpenGL, but somehow I'm totally stuck with light-vector calculation in the second pass. And I somehow think that my camera setup is just wrong. So how do I setup a pass, where I draw from the exact view of the first RTT pass?


cheers
Sebastian


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