There's also the osgfpdepth example, which does render to an FBO with
a floating point depth buffer and then renders the image to the window
color buffer.

Tim

On Fri, Jun 8, 2012 at 6:25 PM, Paul Martz <[email protected]> wrote:
> I'm fairly certain you can access the RenderStage in a Camera callback, but
> I'm not sure you're approaching the problem correctly.
>
> It seems like the multipass rendering you describe below could be
> accomplished by using a series of Cameras. In OSG these must be arranged
> hierarchically, but you set the Cameras as pre- or post-render to specify
> the sequential rendering order. There's an osgprerender example that uses
> multiple Cameras, which you might find helpful.
>   -Paul
>
>
>
> On 6/8/2012 9:30 AM, Paul Leopard wrote:
>>
>> 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
>>
>> ------------------
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=48142#48142
>>
>>
>>
>>
>>
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>
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