Hi Michael,

Current implementation is maintained in osgRecipes (
https://github.com/xarray/osgRecipes), and some snapshots are shared in the
mail-list a few days ago using both VDSM and the compositor.

Wang Rui




2012/11/17 michael kapelko <korn...@gmail.com>

> What's the progress on this? And is there any open repository?
>
>
> 2012/9/17 Jeremy Moles <cubic...@gmail.com>
>
>> 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 <cubic...@gmail.com>:
>> > > 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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