You are using gl_FragCoord in your shaders.
I don't find the shader displaying the depth texture however, which will result in fixed function gl_TexCoord ...


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] <mailto:[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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