Hi Xiaoshuxing, Robert
If I understand your intention, the sequence would be this:
1. render scene w/ lighting shader
2. re-render with aliasing shader
In OSG you can get the result like this:
1. render scene w/ lighting shader : render to FBO with same
resolution as the window
2. render to window with ortho projection onto a full-window quad,
using the texture(FBO) results ( use anti-aliasing shader as an image
processing shader)
You can look at osgprerender, but instead of a flag, you use a simple
quad (like in osghud).
My opinion is to follow Robert's advice and use the anti-aliasing at
the driver level, unless you want to do some custom operations, not
just super[multi]sampling.
The driver-based methods have the advantage of being heavily
optimized by the driver developers, and no coding required :)
--------------------------
Radu Mihai
[EMAIL PROTECTED]
On 7-Dec-06, at 8:01 AM, Robert Osfield wrote:
Hi Xiaoshuxing,
Modern graphics hardware supports anti-aliasing without the need to do
it manually, you just need to set up the appropriate frame buffer
resources. Again there is no such thing as multi-pass shaders, there
are high level multi-pass techniques, but these are totally orthogonal
to shaders.
Robert.
On 12/7/06, xiaoshuxing <[EMAIL PROTECTED]> wrote:
Thanks for your replying, Robert?
I want to do the lighting in the first pass shader, and do the
anti-aliasing in the second pass, since the anti-aliasing pass
need to
communicate with the neighbor pixels, so the anti-aliasing must be
done in
another pass after all the lighting have been done.
"GLSL can have multiple shaders making up a single vertex/
fragment program
but this isn't multi-pass shaders.", how do those multiple shaders
in one
program work together? They're working in the same pass? They are
working
parallel or one after another?
Which of the examples in the OSG source code is about this
topic? or where
I can get any reference?
Thanks in advance.
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: 2006?12?7? 17:40
To: osg users
Subject: Re: [osg-users] mutipass shaders
Hi Xiaoshuxing,
What exactly do you mean by multi-pass shaders?
The OSG support multi-pass, multi-stage rendering, and its support
GLSL fully. GLSL can have multiple shaders making up a single
vertex/fragment program but this isn't multi-pass shaders.
Robert.
On 12/7/06, xiaoshuxing <[EMAIL PROTECTED]> wrote:
>
>
>
>
> Hi, everyone:
>
> Is there anyone here has used mutipass shaders in osg?
>
> Which of the osg examples has been talking about this? Or is
there any
else
> examples about this?
>
> thanks
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/
>
>
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