Hi all,

Thanks for the replies. It is always midnight for me when most community
members are active so I have to reply to you all later in my morning. :-)

Paul, I haven't done any comparisons yet. Post processing steps won't be
too many in a common application, and as Robert says, the cull time cost of
a camera and a normal node won't be too different, so I think the results
may be difficult to measure.

Aurelien's past idea (using RenderBins directly) also interests me but it
will change the back-end dramatically. I'm also focusing on implementing a
complete deferred pipeline including HDR, SSAO, color grading and AA work,
and finally merge it with normal scenes like the HUD GUI.
The automatic switch between DS and normal pipeline is done by changing
whole 'technique' instead of moving child nodes, which may be found in the
osgRecipes project I'm maintaining.

But I don't think it easy to implement an executeCameraAsync() method at
present. As OSG is a lazy rendering system and one can hardly insert some
CPU side computation into FBO cameras. Maybe it could be done by using pre-
and post-draw callbacks of a specified camera.

I also agree with Daniel's second opinion that the pipeline should be
compatible with multi-views. As a node in the scene graph we can easily do
this by sharing the same root node in different views. For the first
opinion, because we also have nodes that should not be affected by the
post-processing effects (like the GUI, HUD display), and developers may
require multiple post effects in the same scene graph (e.g., draw dynamic
and static objects differently), I don't think it convincing to totally
separate the post processing framework and place it in draw callbacks or
viewer's graphics operations.

So, in conclusion, I will agree with Robert that OSG itself don't need an
additional RTT node at present and will use cameras to perform every
passes, which is already proved in my client work to be compatible with
most current OSG functionalities including the VDSM shadows, and some
external libraries like SilverLining and osgEarth.

I will try to tidy and submit my current code in the next week as well as a
demo scene. And then I will modify the osgRecipes project to use the new
idea flashed in my mind to find the pros and cons of it.

Thanks,

Wang Rui
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