Hi Sam,

On 12 December 2011 22:35, Sam Corbett-Davies
<samcorbettdav...@gmail.com> wrote:
> I am working on an augmented reality project using the Kinect. I am trying to 
> occlude geometry based on the depth image produced by Kinect.
> To do this I thought I'd write the depth image (after scaling the depth 
> values appropriately) to the depth buffer.
> It looks as though I'd use glDrawPixels() with GL_DEPTH_COMPONENT if I was 
> doing it in OpenGL, but how do I achieve this in OSG?
>
> I'm also open to a better way of using the Kinect to occlude geometry if 
> anyone has any ideas.

Using an osg::Image attached osg::Texture2D, then render this texture
to a full window quad and have a shader read the texture and write the
result to the depth buffer using a shader that sets the gl_FragDepth.

Robert.
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