Hi Peterakos, Try changing the internal format of the output buffer to float32. I guess it is a precision problem. During the SSAO implementation of effect compositor (in osgRecipes now) I also encountered the problem and using 32 bit float values seems good to me.
Wang Rui 2012/11/9 Peterakos <hay...@gmail.com> > Hello. > > I try to create linear values for depth using the following code: > > > Vertex Shader > float depth_in_eye_space = (gl_ModelViewMatrix * gl_Vertex).z; > depth = (-depth_in_eye_space - near)/(far - near); //depth is varying > > Fragment Shader > gl_FragColor = vec4(depth, depth, depth, 1); > > > The problem is that in the depth texture, many different levels of > depth are creating. (attached 1) > That causes problems in my next pass which uses the depth texture to > create an ssao image. (attached 2) > > How can i get the right depth values in depth texture ? > > Thnx. > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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