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. :) >> > > >> > _______________________________________________ >> > osg-users mailing list >> > osg-users@lists.openscenegraph.org >> > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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