Hello Marko,
In my deferred rendering setup I had the same problem.
Just bind the depth buffer in the second pass as input. Just be sure not
to write to the depth buffer (if you don't want to) by disabling depth
writes for the pass.
I'm bit busy right now, so just ask me again if the problem persists.
<snip>
rt->attach(osg::Camera::DEPTH_BUFFER, depth_tex);
</snip>
cheers
psy
Hello,
I have the following setup. The main camera renders the scene to frame-buffer.
Attached in the subgraph below the main camera, there is a post-render camera
which does its work after the main has completed and renders to texture.
However, in this second camera I want to reuse the depth buffer from the main
camera.
I have something like:
Code:
osg::Camera* rt = new osg::Camera;
rt->setRenderOrder(osg::Camera::POST_RENDER, 0);
rt->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
rt->attach(osg::Camera::COLOR_BUFFER, tex);
rt->setClearMask(0);
This doesn't seem to work well, when ClearMask is 0; there are weird artifacts
in rendering. It works fine when depth is cleared, though this is not what I am
after. I am guessing that I should explicitly attach the depth buffer (that was
previously used by main camera), but I am not really sure how to do that. If
anyone has experience with this or ideas where to look, I'd very much
appreciate it. Thanks.
Cheers,
Marko[/code]
------------------
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http://forum.openscenegraph.org/viewtopic.php?p=48179#48179
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