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/


_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to