Hi James, Rather than tie yourself to pbuffers I'd recommend using osg::CameraNode for the render to texture, it has support for fbo and pbuffers with automatic switching from fbo to pbuffer when fbo isn't supported.
Also have a look at the osgprerender example, as it has a path for HDR. osgprerender --hdr cow.osg Robert. On 7/20/06, James Howard <[EMAIL PROTECTED]> wrote:
I'm trying to create a 'high dynamic range' rendering effect using the OpenSceneGraph and OpenProducer libraries. I have read through the example programs but have not been able to create this effect. The HDR rendering example on openscenegraph.org does not seem particularly useful, as it is just using a floating point texture with a fragment shader run with it to control the exposure. I want to create a floating point pbuffer as a medium for my HDR effect. Everything is then rendered to the pbuffer and stored in floating point format. When rendering to the screen, a quad with the pbuffer texture is drawn to the screen using a fragment shader to control exposure and range. This method is certainly possible, as I have created this effect using just OpenGL / Win32 API code. Can this method be used with the OSG and Producer libraries without having to alter the source? Thanks, James _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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