Hi Antiro,
Without the complete code it is hard to guess, but some things to check:
1. Are the consecutive cameras set up _not_ to clear the color buffer?
2. Have you disabled depth writes?
Hi,
I'm trying to compute the effect of multiple lights in a deferred shading
setup. The subgraph of my scenegraph which is supposed to take care of this
consists of a root node with a number of RTT cameras as children. All cameras
are configured to write the effect of a single light to the exact same output
texture.
On the root node I have (tried to) enable blending so the output texture will
contain a combination of all the lighting that is computed, however, when I run
the code, it only contains the lighting information of the last child camera
(i.e. It is overwriting the output texture instead of blending it)
I have set up blending at the root node as follows:
Code:
auto passState=m_pointLightRoot->getOrCreateStateSet();
passState->setMode(GL_BLEND, osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);
passState->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
osg::BlendFunc *blendFunc = new osg::BlendFunc(GL_ONE,GL_ONE);
osg::BlendEquation *blendEqn = new
osg::BlendEquation(osg::BlendEquation::Equation::FUNC_ADD);
passState->setAttributeAndModes(blendFunc,osg::StateAttribute::ON
|osg::StateAttribute::OVERRIDE);
passState->setAttributeAndModes(blendEqn,osg::StateAttribute::ON
|osg::StateAttribute::OVERRIDE);
Is there something wrong with the way I set up blending? Or with my approach of
having the different cameras as children of the root?
I would put all lights using the same shader under one group and one
camera (e.g. one pass).
Cheers
Sebastian
Thank you!
Cheers,
antiro
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=71679#71679
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