Hi.
I've fixed the problem with the depth texture display, now it looks like
this: http://youtu.be/XMOalXm0KdE
I had to use [0; 1] scale for the quad to display DEPTH_BUFFER texture:
http://goo.gl/xU9u3u
The quad creation function: http://goo.gl/TbGaet
However, I don't get why the display of all the rest COLOR_BUFFER textures
is working fine with [0; 1024] scale: http://goo.gl/D1TWRK
Can anyone explain why only use [0; 1] scale for the depth texture, please?
Thanks.


2013/10/10 Marcel Pursche <[email protected]>

> Hi Sebastian,
>
>
> > But in case one is writing to the attached depth target (e.g. a linear
> > depth value) the hierachical culling should be gone AFAIK.
>
>
> Well my idea was to write to the regular color buffer target. The depth
> target is unaffected. It will still use the logarithmic depth value and all
> hardware optimizations. Here is a bit of pseude code that should explain my
> idea.
>
>
> Code:
>
> osg::ref_ptr<osgTexture2D> depthTexture = new osg::Texture2D;
> depthTexture->setSourceFormat(GL_RED);
> depthTexture->setInternalFormat(GL_R32F);
> depthTexture->setSourceType(GL_FLOAT);
> ... //setup height here
>
> osg::ref_ptr<osg::Camera> camera = new osg::Camera;
> ... // setup code for camera with matrix, reference system, framebuffer
> etc.
> depthCamera->attach(osg::Camera::COLOR_BUFFER, depthTexture);
> depthCamera->setClearColor(osg::Vec4(farPlane, 0.0f, 0.0f, 0.0f);
>
>
>
>
> and the shaders for the shadow pass:
>
> Code:
>
> // vertex shader
> smooth out float depth;
> void main()
> {
> gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
> vec4 viewPosition = gl_ModelViewMatrix * gl_Vertex;
> depth = -viewPostion.z;
> }
>
> // fragment shader
> smooth in float depth;
> void main()
> {
> gl_FragColor = vec4(depth, 0.0, 0.0, 1.0); // or use linearized depth,
> whatever you like
> }
>
>
>
>
> If I find some time, I will write a small application to compare the
> performance of the regular approach and the usage of a color texture.
>
> Thank you!
>
> Cheers,
> Marcel
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=56697#56697
>
>
>
>
>
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