Hello Christian,
do you need to copy it? Or is it sufficient to re-use it in terms where
it is allowed to be modified by the second pass?
If later applies, you simply can bind the same depth buffer as input
texture to your RTT pass.
Hi,
I've been modifying the "osgoit" code sample to allow opaque objects
to occlude the depth peeled layers.
I found that rendering the opaque geometry into the depth buffer of
each peeled layer causes a lot of overhead because of the extra
culling and geometry passes each time.
Instead I would like to render my opaque object just once into the
first slave camera's depth buffer and copy the contents of its depth
buffer into the other slave cameras (or rather FBOs) before performing
the depth peeling passes.
So instead of clearing the z buffer at the start of each frame, would
it be feasible to copy the depth buffer from one FBO into another, and
with reasonable performance?
Christian
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org