I'm a little confused here … I’m working on an application and I think I’m 
close to completing it but I have come to a point where I need some help. 
First some background :

The application requires anti-aliasing of a scene and the subsequent creation 
of floating point color and depth textures that can be sampled and used like 
any ordinary texture.  Specifically I need to do the following:
1)      Render the scene to an offscreen FBO that has float color and depth 
render buffers attached to it and is configured for AA 
2)      Automatically blit the color and depth buffers in the FBO to another 
FBO that has attached float color and depth textures.
3)      Query/sample the depth texture and map the color texture onto a quad

I have successfully got this to work in standard OpenGL. Now I am trying to 
understand how to do this in an OpenSceneGraph context. I see that RenderStage 
has what I need in terms of the render buffer and resolve buffer blit … good so 
far …

So … I suspect that what I need to do is to get a pointer to a RenderStage and 
configure that instance. I have a custom camera class (class IRCamera : public 
osg::Camera) that I am using for offscreen rendering. Currently it just has a 
color texture attached to it and I am using that rendered texture successfully. 
I want to rework this custom camera class to use the multi-stage approach so 
that I can take advantage of AA and still have the rendered results in a 
texture.

Is there a way for me to get a pointer to a RenderStage instance associated 
with my custom camera? Is this the proper approach for what I want to do?
Thanks in advance,
Paul

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48142#48142





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