What's the progress on this? And is there any open repository?

2012/9/17 Jeremy Moles <[email protected]>

> On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote:
> > Hi Jeremy,
> >
> > Thanks for the tests and feedback. I'm focusing on creating a material
> > system which may be a little similar to the Ogre one but will be very
> > easy to integrate with OSG scenes. I'd like to also have a benchmark
> > including a complete deferred shading pipeline in the near future to
> > show others how OSG produces realistic worlds. :-)
> >
> > Your requirement could be easiliy implemented with one forward pass
> > rendering the scene to a texture, and two deferred passes doing the
> > blur work with the texture as input. A final compositing pass will
> > make use of the outputs of the blur passes and output to a new
> > texture. You can get and use the new texture then in the scene for
> > your own purpose instead of direct displaying them on screen. I'd like
> > to upload a DOF effect file and an updated example some days later to
> > demonstrate how these work.
>
> Hi Wang,
>
> Did you ever get a chance to work up an example showing something like
> this? I've been trying to get it to work using a modified blur-x/blur-y
> approach from osgPPU, but have had no success.
>
> > Thanks,
> >
> > Wang Rui
> >
> > 2012/9/11 Jeremy Moles <[email protected]>:
> > > On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote:
> > > This looks really cool so far. I'd be really interested to know if it
> > > supports the following (and would be willing to create examples if
> > > you're willing to help)...
> > >
> > > Scenario: I want to render an entire subgraph to an FBO texture once,
> > > then apply 2 or more completely different shaders in some order, then
> > > put the final result into a last texture to be used somewhere in the
> > > scene. I'm doing a guassian blur, which typically applies two different
> > > shaders for x and y.
> > >
> > > I have this working in osgPPU, but I think you already have enough to
> do
> > > it here, I just couldn't put the pieces together. :)
> > >
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> >
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>
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