Re: [osg-users] Render to texture 3D

2010-12-23 Thread Julien Valentin
Thanks a lot ! It works :D

Frederic Bouvier wrote:
 I used 
 camera-setImplicitBufferAttachmentMask( 
 osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT, 
 osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT );
 
 to avoid having a depth buffer attached.
 
 HTH
 Regards,
 -Fred
 
 
 - Julien Valentin a écrit :
 
 
  Thank for your answer:
  I've manage to make it work in pure GL3 without osg and see that your
  tweak in osg is the right thing to do.
  However it always doesnt work..
  here are the different GL call for fbo creation for 2 case:
  
  -working case (only one slice)
  cam-attach( osg::Camera::COLOR_BUFFER0,tex,0,0)
  
  Code:
  glGenRenderbuffersEXT(1, 048DEA40)
  |  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 1)
  |  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
  GL_DEPTH_COMPONENT24_SGIX, 64, 64)
  |  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
  GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 1)
  //render to only one slice
  |  glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
  GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_3D, 3, 0, 0)
  |  glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
  |  glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 1)
  
  
  
  -the FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS case with
  cam-attach(
  osg::Camera::COLOR_BUFFER0,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER)
  
  Code:
  
  |  glGenRenderbuffersEXT(1, 0484EA40)
  |  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 1)
  |  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
  GL_DEPTH_COMPONENT24_SGIX, 64, 64)
  |  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
  GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 1)
  //render to all slice
  |  glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT,
  GL_COLOR_ATTACHMENT0_EXT, 3, 0)
  |  glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
  
  
  
  All seems right but error occurs on glCheckFramebufferStatusEXT..
  
  
  Further, my working version (pure GL3)  dont initialize RenderBuffer
  with GL_DEPTH_COMPONENT24_SGIX, but with GL_RGBA
  
  Could it be a problem with it? Strange because it dont bother the
  only one slice version...
  
  Could it be because I use CORE 330 shaders?
  
  Please help
  
  
  Frederic Bouvier wrote:
  
   Hi Julien,
   
   It's me that submitted this change at
   http://www.mail-archive.com//msg05568.html
   
   It's hard to tell what's going wrong without the full code of your
   
  camera setup.
  
   In http://www.opengl.org/registry/specs/ARB/geometry_shader4.txt
   error 0x8da8 refers to FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB and
   
  the
  
   document has possible cause for this error.
   
   Regards,
   -Fred
   
   
   - Julien Valentin a écrit :
   
   
   
Hi,
I'm trying to make efficient fluid simulation with osg
I've just found this page :
http://www.mail-archive.com//msg05568.html

It look pretty great as my 1 camera per slice code is very CPU

   
  time
  
   
consuming.

I develop a geometry shader that change gl_layer value per

   
  primitive.
  
   
It work so i change my texture my texture attachement to camera's

   
  FBO
  
   
as follow:

Code:

for(int i=0;i_depth;i++){
//one cam per slice
_cameras[i]-attach( osg::Camera::COLOR_BUFFER,tex,0,i,false);
}

to

for(int i=0;i1;i++){
//one overalll camera
_cameras[0]-attach(


   
  osg::Camera::COLOR_BUFFER,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER);
  
   
}

But this change make a crash:


Code:

RenderStage::runCameraSetUp(), FBO setup failed, FBO status=

   
  0x8da8
  
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Re: [osg-users] Render to texture 3D

2010-12-21 Thread Julien Valentin
Thank for your answer:
I've manage to make it work in pure GL3 without osg and see that your tweak in 
osg is the right thing to do.
However it always doesnt work..
here are the different GL call for fbo creation for 2 case: 

-working case (only one slice)
cam-attach( osg::Camera::COLOR_BUFFER0,tex,0,0)

Code:
 glGenRenderbuffersEXT(1, 048DEA40)
|  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 1)
|  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24_SGIX, 64, 
64)
|  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, 
GL_RENDERBUFFER_EXT, 1)
//render to only one slice
|  glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, 
GL_TEXTURE_3D, 3, 0, 0)
|  glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
|  glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 1)



-the FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS case with
cam-attach( 
osg::Camera::COLOR_BUFFER0,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER)

Code:

|  glGenRenderbuffersEXT(1, 0484EA40)
|  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 1)
|  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24_SGIX, 64, 
64)
|  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, 
GL_RENDERBUFFER_EXT, 1)
//render to all slice
|  glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, 3, 0)
|  glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)



All seems right but error occurs on glCheckFramebufferStatusEXT..


Further, my working version (pure GL3)  dont initialize RenderBuffer with 
GL_DEPTH_COMPONENT24_SGIX, but with GL_RGBA 

Could it be a problem with it? Strange because it dont bother the only one 
slice version...

Could it be because I use CORE 330 shaders?

Please help


Frederic Bouvier wrote:
 Hi Julien,
 
 It's me that submitted this change at
 http://www.mail-archive.com//msg05568.html
 
 It's hard to tell what's going wrong without the full code of your camera 
 setup.
 In http://www.opengl.org/registry/specs/ARB/geometry_shader4.txt
 error 0x8da8 refers to FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB and the 
 document has possible cause for this error.
 
 Regards,
 -Fred
 
 
 - Julien Valentin a écrit :
 
 
  Hi,
  I'm trying to make efficient fluid simulation with osg
  I've just found this page :
  http://www.mail-archive.com//msg05568.html
  
  It look pretty great as my 1 camera per slice code is very CPU time
  consuming.
  
  I develop a geometry shader that change gl_layer value per primitive.
  It work so i change my texture my texture attachement to camera's FBO
  as follow:
  
  Code:
  
  for(int i=0;i_depth;i++){
  //one cam per slice
  _cameras[i]-attach( osg::Camera::COLOR_BUFFER,tex,0,i,false);
  }
  
  to
  
  for(int i=0;i1;i++){
  //one overalll camera
  _cameras[0]-attach(
  osg::Camera::COLOR_BUFFER,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER);
  }
  
  But this change make a crash:
  
  
  Code:
  
  RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8da8
  
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Re: [osg-users] Render to texture 3D

2010-12-21 Thread Frederic Bouvier
I used 
camera-setImplicitBufferAttachmentMask( 
osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT, 
osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT );

to avoid having a depth buffer attached.

HTH
Regards,
-Fred


- Julien Valentin a écrit :

 Thank for your answer:
 I've manage to make it work in pure GL3 without osg and see that your
 tweak in osg is the right thing to do.
 However it always doesnt work..
 here are the different GL call for fbo creation for 2 case:
 
 -working case (only one slice)
 cam-attach( osg::Camera::COLOR_BUFFER0,tex,0,0)
 
 Code:
  glGenRenderbuffersEXT(1, 048DEA40)
 |  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 1)
 |  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
 GL_DEPTH_COMPONENT24_SGIX, 64, 64)
 |  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
 GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 1)
 //render to only one slice
 |  glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
 GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_3D, 3, 0, 0)
 |  glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
 |  glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 1)
 
 
 
 -the FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS case with
 cam-attach(
 osg::Camera::COLOR_BUFFER0,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER)
 
 Code:
 
 |  glGenRenderbuffersEXT(1, 0484EA40)
 |  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 1)
 |  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
 GL_DEPTH_COMPONENT24_SGIX, 64, 64)
 |  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
 GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 1)
 //render to all slice
 |  glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT,
 GL_COLOR_ATTACHMENT0_EXT, 3, 0)
 |  glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
 
 
 
 All seems right but error occurs on glCheckFramebufferStatusEXT..
 
 
 Further, my working version (pure GL3)  dont initialize RenderBuffer
 with GL_DEPTH_COMPONENT24_SGIX, but with GL_RGBA
 
 Could it be a problem with it? Strange because it dont bother the
 only one slice version...
 
 Could it be because I use CORE 330 shaders?
 
 Please help
 
 
 Frederic Bouvier wrote:
  Hi Julien,
 
  It's me that submitted this change at
  http://www.mail-archive.com//msg05568.html
 
  It's hard to tell what's going wrong without the full code of your
 camera setup.
  In http://www.opengl.org/registry/specs/ARB/geometry_shader4.txt
  error 0x8da8 refers to FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB and
 the
  document has possible cause for this error.
 
  Regards,
  -Fred
 
 
  - Julien Valentin a écrit :
 
 
   Hi,
   I'm trying to make efficient fluid simulation with osg
   I've just found this page :
   http://www.mail-archive.com//msg05568.html
  
   It look pretty great as my 1 camera per slice code is very CPU
 time
   consuming.
  
   I develop a geometry shader that change gl_layer value per
 primitive.
   It work so i change my texture my texture attachement to camera's
 FBO
   as follow:
  
   Code:
  
   for(int i=0;i_depth;i++){
   //one cam per slice
   _cameras[i]-attach( osg::Camera::COLOR_BUFFER,tex,0,i,false);
   }
  
   to
  
   for(int i=0;i1;i++){
   //one overalll camera
   _cameras[0]-attach(
  
 osg::Camera::COLOR_BUFFER,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER);
   }
  
   But this change make a crash:
  
  
   Code:
  
   RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
 0x8da8
  
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Re: [osg-users] Render to texture 3D

2010-12-20 Thread Frederic Bouvier
Hi Julien,

It's me that submitted this change at
http://www.mail-archive.com/osg-submissions@lists.openscenegraph.org/msg05568.html

It's hard to tell what's going wrong without the full code of your camera setup.
In http://www.opengl.org/registry/specs/ARB/geometry_shader4.txt
error 0x8da8 refers to FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB and the 
document has possible cause for this error.

Regards,
-Fred


- Julien Valentin a écrit :

 Hi,
 I'm trying to make efficient fluid simulation with osg
 I've just found this page :
 http://www.mail-archive.com//msg05568.html
 
 It look pretty great as my 1 camera per slice code is very CPU time
 consuming.
 
 I develop a geometry shader that change gl_layer value per primitive.
 It work so i change my texture my texture attachement to camera's FBO
 as follow:
 
 Code:
 
 for(int i=0;i_depth;i++){
 //one cam per slice
 _cameras[i]-attach( osg::Camera::COLOR_BUFFER,tex,0,i,false);
 }
 
 to
 
 for(int i=0;i1;i++){
 //one overalll camera
 _cameras[0]-attach(
 osg::Camera::COLOR_BUFFER,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER);
 }
 
 But this change make a crash:
 
 
 Code:
 
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8da8
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Re: [osg-users] Render to texture 3D

2010-12-19 Thread Robert Osfield
Hi Julien,

I haven't personally tested this feature yet, but having merged the
submissions I know that the FACE_CONTROLLED_BY_GEOMETRY_SHADER control
is only available on recent hardware and drivers so check whether this
feature is available on your hardware.

Robert.

On Sat, Dec 18, 2010 at 7:19 PM, Julien Valentin
julienvalenti...@gmail.com wrote:
 Hi,
 I'm trying to make efficient fluid simulation with osg
 I've just found this page :
 http://www.mail-archive.com//msg05568.html

 It look pretty great as my 1 camera per slice code is very CPU time consuming.

 I develop a geometry shader that change gl_layer value per primitive.
 It work so i change my texture my texture attachement to camera's FBO as 
 follow:

 Code:

 for(int i=0;i_depth;i++){
 //one cam per slice
 _cameras[i]-attach( osg::Camera::COLOR_BUFFER,tex,0,i,false);
 }

 to

 for(int i=0;i1;i++){
 //one overalll camera
 _cameras[0]-attach( 
 osg::Camera::COLOR_BUFFER,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER);
 }





 But this change make a crash:


 Code:

 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8da8




 Any idea?

 Thank you!

 Cheers,
 Julien[/code]

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[osg-users] Render to texture 3D

2010-12-18 Thread Julien Valentin
Hi,
I'm trying to make efficient fluid simulation with osg
I've just found this page :
http://www.mail-archive.com//msg05568.html

It look pretty great as my 1 camera per slice code is very CPU time consuming.

I develop a geometry shader that change gl_layer value per primitive.
It work so i change my texture my texture attachement to camera's FBO as follow:

Code:

for(int i=0;i_depth;i++){
//one cam per slice
_cameras[i]-attach( osg::Camera::COLOR_BUFFER,tex,0,i,false);
}

to

for(int i=0;i1;i++){
//one overalll camera
_cameras[0]-attach( 
osg::Camera::COLOR_BUFFER,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER);
}





But this change make a crash:


Code:

RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8da8




Any idea?

Thank you!

Cheers,
Julien[/code]

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Re: [osg-users] Render To Texture 3D Solved, but another question

2008-05-08 Thread hesicong2006




Yes, thanks~

Robert Osfield wrote:

  Hi Hesicong,

On Tue, May 6, 2008 at 3:59 PM, hesicong2006 [EMAIL PROTECTED] wrote:
  
  
 Hi, Robert, I finally found out
 Camera::attach(BufferComponent buffer, osg::Texture* texture, unsigned int
level, unsigned int face, bool mipMapGeneration)
 function, the fourth parameter "face" set the Z level of 3D texture. By
setting difference face( Z order), I can successfully write to 3D texture.

  
  
Yes the face both refers to the texture cube map face and the z level
of a 3D texture.  I'll add a doxygen doc into include/osg/Camera to
explain the parameters better.

Are you happy with things now?

Robert.
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Re: [osg-users] Render To Texture 3D Solved, but another question

2008-05-07 Thread Robert Osfield
Hi Hesicong,

On Tue, May 6, 2008 at 3:59 PM, hesicong2006 [EMAIL PROTECTED] wrote:
  Hi, Robert, I finally found out
  Camera::attach(BufferComponent buffer, osg::Texture* texture, unsigned int
 level, unsigned int face, bool mipMapGeneration)
  function, the fourth parameter face set the Z level of 3D texture. By
 setting difference face( Z order), I can successfully write to 3D texture.

Yes the face both refers to the texture cube map face and the z level
of a 3D texture.  I'll add a doxygen doc into include/osg/Camera to
explain the parameters better.

Are you happy with things now?

Robert.
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Re: [osg-users] Render To Texture 3D Solved, but another question

2008-05-06 Thread Robert Osfield
Hi Hesicong,

On Tue, Apr 29, 2008 at 2:45 PM, hesicong2006 [EMAIL PROTECTED] wrote:
  I have managed to render to 3D texture, but now I can only write to the
 first level (z=0) of 3D texture. Overloads of osg::Camera::attach still lack
 of ability to select which z of 3D texture to use, is it possible to write a
 new overload to support this feature?
  My render to 3d texture code is attached. Thanks for replying!

Thanks for the example.  It kinda sounds like you have come across a
bug.  Once I have cleared my inbox (which is very full right now) I
try and get to reviewing your code example.  Others are welcome to
dive in and see if they can spot the bug.

Robert.
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Re: [osg-users] Render To Texture 3D Solved, but another question

2008-05-06 Thread hesicong2006




Hi, Robert, I finally found out
Camera::attach(BufferComponent buffer, osg::Texture* texture, unsigned
int level, unsigned int face, bool mipMapGeneration)
function, the fourth parameter "face" set the Z level of 3D texture. By
setting difference face( Z order), I can successfully write to 3D
texture.

Robert Osfield wrote:

  Hi Hesicong,

On Tue, Apr 29, 2008 at 2:45 PM, hesicong2006 [EMAIL PROTECTED] wrote:
  
  
 I have managed to render to 3D texture, but now I can only write to the
first level (z=0) of 3D texture. Overloads of osg::Camera::attach still lack
of ability to select which z of 3D texture to use, is it possible to write a
new overload to support this feature?
 My render to 3d texture code is attached. Thanks for replying!

  
  
Thanks for the example.  It kinda sounds like you have come across a
bug.  Once I have cleared my inbox (which is very full right now) I
try and get to reviewing your code example.  Others are welcome to
dive in and see if they can spot the bug.

Robert.
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Re: [osg-users] Render To Texture 3D

2008-04-29 Thread hesicong2006




Hi, Sergey Kurdakov,
I downloaded osgPPU and look into the examples, but I still can't find
how to render to 3d texture. Would you please give a hand pointing out
where the right code is ? Thanks in advanced!

hesicong2006 wrote:

  
  
OK, thanks, I'll have a try~
  
Sergey Kurdakov wrote:
  Hello

I looked into the Nvidia Render To Texture 3D example in OpenGL SDK
10,

you might try http://projects.tevs.eu/osgPPU
- it has correct code to render to 3D texture.

Regards

On Sun, Apr 13, 2008 at 7:34 PM,
hesicong2006 [EMAIL PROTECTED] wrote:
Hi,
Robert:
I've asked this question before, but still there are no answers to this
question. I looked into the Nvidia Render To Texture 3D example in
OpenGL SDK 10, and found the way to render to 3D texture.
1.Allocate a 3D texture n*n*n
2.Build N slices, each slice will be the render target of 3D texture
3.Render slice 1 to N
 {
   Bind the texture to RTT camera, with selected Z
 }
4.Finished.
I write a small test program. It works for a normal 2D texture, but
will not write any data into 3D texture.
I attached my source code, and please tell me if there are some
mistakes in my program or does any suggestions on rendering to 3D
texture?
My hardware is NVIDIA Geforce 8800 with lastest driver install. OSG is
the newly subversion checkout version.
Thanks in advanced!
  
  
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[osg-users] Render To Texture 3D Solved, but another question

2008-04-29 Thread hesicong2006

Hi, Robert,
I have managed to render to 3D texture, but now I can only write to the 
first level (z=0) of 3D texture. Overloads of osg::Camera::attach still 
lack of ability to select which z of 3D texture to use, is it possible 
to write a new overload to support this feature?

My render to 3d texture code is attached. Thanks for replying!


Render To Texture 3D.rar
Description: Binary data
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[osg-users] Render To Texture 3D

2008-04-13 Thread hesicong2006

Hi, Robert:
I've asked this question before, but still there are no answers to this 
question. I looked into the Nvidia Render To Texture 3D example in 
OpenGL SDK 10, and found the way to render to 3D texture.

1.Allocate a 3D texture n*n*n
2.Build N slices, each slice will be the render target of 3D texture
3.Render slice 1 to N
   {
   Bind the texture to RTT camera, with selected Z
   }
4.Finished.
I write a small test program. It works for a normal 2D texture, but will 
not write any data into 3D texture.
I attached my source code, and please tell me if there are some mistakes 
in my program or does any suggestions on rendering to 3D texture?
My hardware is NVIDIA Geforce 8800 with lastest driver install. OSG is 
the newly subversion checkout version.

Thanks in advanced!



renderTo3DTextureTestCode.rar
Description: Binary data
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Re: [osg-users] Render To Texture 3D

2008-04-13 Thread Sergey Kurdakov
Hello

I looked into the Nvidia Render To Texture 3D example in OpenGL SDK 10,

you might try http://projects.tevs.eu/osgPPU - it has correct code to render
to 3D texture.

Regards

On Sun, Apr 13, 2008 at 7:34 PM, hesicong2006 [EMAIL PROTECTED] wrote:

 Hi, Robert:
 I've asked this question before, but still there are no answers to this
 question. I looked into the Nvidia Render To Texture 3D example in OpenGL
 SDK 10, and found the way to render to 3D texture.
 1.Allocate a 3D texture n*n*n
 2.Build N slices, each slice will be the render target of 3D texture
 3.Render slice 1 to N
   {
   Bind the texture to RTT camera, with selected Z
   }
 4.Finished.
 I write a small test program. It works for a normal 2D texture, but will
 not write any data into 3D texture.
 I attached my source code, and please tell me if there are some mistakes
 in my program or does any suggestions on rendering to 3D texture?
 My hardware is NVIDIA Geforce 8800 with lastest driver install. OSG is the
 newly subversion checkout version.
 Thanks in advanced!


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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] Render To Texture 3D

2008-04-13 Thread hesicong2006




OK, thanks, I'll have a try~

Sergey Kurdakov wrote:
Hello
  
I looked into the Nvidia Render To Texture 3D example in OpenGL SDK
10,
  
you might try http://projects.tevs.eu/osgPPU
- it has correct code to render to 3D texture.
  
Regards
  
  On Sun, Apr 13, 2008 at 7:34 PM,
hesicong2006 [EMAIL PROTECTED] wrote:
  Hi,
Robert:
I've asked this question before, but still there are no answers to this
question. I looked into the Nvidia Render To Texture 3D example in
OpenGL SDK 10, and found the way to render to 3D texture.
1.Allocate a 3D texture n*n*n
2.Build N slices, each slice will be the render target of 3D texture
3.Render slice 1 to N
 {
   Bind the texture to RTT camera, with selected Z
 }
4.Finished.
I write a small test program. It works for a normal 2D texture, but
will not write any data into 3D texture.
I attached my source code, and please tell me if there are some
mistakes in my program or does any suggestions on rendering to 3D
texture?
My hardware is NVIDIA Geforce 8800 with lastest driver install. OSG is
the newly subversion checkout version.
Thanks in advanced!


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