Thanks, that makes sense that it would just be rendering a quad and that the 
original scene geometry would be lost.  However, the GLSL geometry shader only 
accepts primitives of the type point, line, or triangle->is it perhaps 
rendering two triangles to the geometry shader to make up the quad?  How would 
I even go about determining since there's no debugging available?

But back to what I'm trying to do, I'm trying to use a geometry shader to 
calculate the min, max, mean, std dev, and histogram of an RTT texture.  Fellow 
osg forum member Aurelius has advised me that he has working code that does 
this using geometry shaders and pointed me to:
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch41.html
and
http://developer.amd.com/wordpress/media/2012/10/GPUHistogramGeneration_I3D07.pdf
but the first example only has Cg code and not GLSL, and the second example is 
a paper that describers an algorithm but doesn't have any src.  These are both 
potentially great resources, but I'm struggling to just get a basic 
pass-through geometry shader working to get some sort of starting point.

As a side note, I am also considering using a compute shader since this would 
be the more natual fit for this type of algorithm while the geometry shader 
method is more of a "hack" that goes against the original intention of the 
geometry shader, but I'd be happy using either method, I'm just trying to get 
some traction on either of them.

-Ethan


SMesserschmidt wrote:
> Am 18.11.2013 15:32, schrieb Ethan Fahy:
> 
> > Hello,
> > 
> > Preface: I realize this question comes about because I've never really 
> > learned OpenGL/GLSL from the ground up and am likely missing some simple 
> > concepts, but I mostly have been coasting by at the osg middleware level 
> > and have been doing OK so far.
> > 
> > If I want to do some simple post-processing I can create a 
> > render-to-texture camera and render to the framebuffer.  I can attach a 
> > texture to the framebuffer and then create another "screen" camera to 
> > render that texture to the screen.  I can add a GLSL shader program to this 
> > texture so that before the texture gets rendered to the screen it gets an 
> > effect added to it using the shaders.
> > 
> > When I use shaders attached to 3-D model nodes in the scene itself, the 
> > meaning of the vertex and frag shaders is easy to understand->the vertices 
> > of the 3-D model are the vertices referenced in the vertex shader.  
> > However, When I render my scene to a texture and then do a simple 
> > pass-through vertex and frag shader combo, what is the meaning of the 
> > vertices in this scenario?  I had assumed that once you render your scene 
> > to a texture, all knowledge of the original scene's geometry and vertex 
> > locations has been lost, is this true?  If so, then what vertices am I 
> > dealing with?  It's easy enough to follow along with examples and to use a 
> > simple pass-through vertex shader, but I'd like to understand this better 
> > because I now want to insert a geometry shader in between the vertex and 
> > frag shaders and again I'm not sure whether to use point, line, or triangle 
> > in my geometry shader as the primitive type because I thought that the 
> > geometry and primitives of the original scene wou
 ld
> > 
> b
> 
> > e lost after rendering to texture.
> > 
> 
> Usually when doing the post-processing pass you will be rendering to a 
> fullscreen quad. So the vertices you are dealing with are those of the 
> quad you are rendering too.
> And yes, If you don't any further actions, rendering to texture will not 
> preserve the information on your orignal vertices etc.
> The question is what you want to achieve. A geometry shader inbetween 
> your postprocessing pass will work on the quads vertices.
> Maybe you should elaborate which kind of post processing you want to 
> achieve, so we can help you here.
> 
> > 
> > What am I missing here?  Any clarification is most welcome.
> > 
> > -Ethan
> > 
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=57281#57281
> > 
> > 
> > 
> > 
> > 
> > _______________________________________________
> > osg-users mailing list
> > 
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > 
> 
> 
> _______________________________________________
> osg-users mailing list
> 
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=57285#57285





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