Hi Michael,
Current implementation is maintained in osgRecipes (
https://github.com/xarray/osgRecipes), and some snapshots are shared in the
mail-list a few days ago using both VDSM and the compositor.
Wang Rui
2012/11/17 michael kapelko
> What's the progress on this? And is there any open
What's the progress on this? And is there any open repository?
2012/9/17 Jeremy Moles
> On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote:
> > Hi Jeremy,
> >
> > Thanks for the tests and feedback. I'm focusing on creating a material
> > system which may be a little similar to the Ogre one but w
On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote:
> Hi Jeremy,
>
> Thanks for the tests and feedback. I'm focusing on creating a material
> system which may be a little similar to the Ogre one but will be very
> easy to integrate with OSG scenes. I'd like to also have a benchmark
> including a co
Hi Jeremy,
I will add a setEnable() method for each technique and pass of the
compositor so we can control the forward/deferred rendering work more
accurately. A texture which is attached with certain pass won't be
updated if the pass is disabled, and will become activated when the
pass is enabled
Hi Jeremy,
Is there a term for this kind of approach? Well "impostors" comes to
mind. That's where you would replace a complex mesh by a quad with a
texture representing the complex mesh. Then when some criteria changes
significantly (orientation of the view to the object, light source
positi
On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote:
> Hi Jeremy,
>
> Thanks for the tests and feedback. I'm focusing on creating a material
> system which may be a little similar to the Ogre one but will be very
> easy to integrate with OSG scenes. I'd like to also have a benchmark
> including a co
Hi
functionally it is about same as osgPPU as far as i can tell, but more
straightforward and easy to use. I like it :)
Was missing ogre-like materials and compositiors when working with osg, tyvm
for your work.
10.09.2012, 18:57, "Wang Rui" :
> Hi all,
>
> Just to announce that the material sy
Hi Jeremy,
Thanks for the tests and feedback. I'm focusing on creating a material
system which may be a little similar to the Ogre one but will be very
easy to integrate with OSG scenes. I'd like to also have a benchmark
including a complete deferred shading pipeline in the near future to
show oth
On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote:
> Hi all,
>
> Just to announce that the material system is still in progress and
> I've just made the first version for myself to test and use. An
> optimized version with a complete deferred shading pipeline (XML
> files) will be submitted if it
Hi Jeremy,
De: "Jeremy Moles"
>
> I'm testing this out, but you appear to have left noise_tex.jpg out of
> the zip. :)
You should be able to use this one :
https://gitorious.org/fg/fgdata/blobs/master/Textures/noise_tex.jpg
;-)
Regards,
-Fred
___
osg-
On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote:
> Hi all,
>
> Just to announce that the material system is still in progress and
> I've just made the first version for myself to test and use. An
> optimized version with a complete deferred shading pipeline (XML
> files) will be submitted if it
Hi Fred and Sergey,
Thanks for the great information. I viewed the Rembrandt wiki page and love
the design of the effect files. I will consider merge some of the concepts
of Rembrandt if possible, along with current osgPPU and osgPostEffects
projects, to try designing an extensible system for all.
I was going to raise that point. Flightgear has for some years now a system
where designers can express their statesets in XML files called effects. A
statesets is called a "Pass" in FG (or a FG Pass is implemented with a
stateset). You can add multiple passes in a Technique, allowing you to red
Hi Wang,
might be not quite a significant point,
but osg based Flightgear has a ongoing Project Rembrandt
http://wiki.flightgear.org/Project_Rembrandt
it has some similar things done,
so could serve for inspiration.
Regards
Sergey
___
osg-users maili
I've been doing some thought of this kind of stuff myself, and it was actually
a part of the reason I was considering hopping over to Ogre3D. I would actually
suggest however taking a look at Light Indexed Deferred Rendering or Inferred
Rendering as possible alternate implementations however, wh
Thanks Bryan,
Yes, I paid close attention to osgPPU since it appeared. I believe it would
be very helpful for me to design the framework, although the script system
we are going to use may differ. :-)
Wang Rui
2012/6/21 Thrall, Bryan
> Wang Rui wrote on 2012-06-21:
> > 2. A rendering framewor
Wang Rui wrote on 2012-06-21:
> 2. A rendering framework uses one or more techniques, passes, and
connect
> their inputs/outputs for complex render work. It can also be recorded
by the
> resource system and is implemented as a group node in the scene graph,
> which performs actual forward/deferred
Great and valuable design and works!
06,21,2012
在2012-06-21,"Wang Rui" 写道:
-原始邮件-
发件人: "Wang Rui"
发送时间: 2012年6月21日 星期四
收件人: "OpenSceneGraph Users"
主题: [osg-users] Ideas about a resource system, and deferred rendering framework
Hi Robert, hi all,
D
Hi Rui,
Great timing. I've been wondering about the value of developing a
high level scene effects library for the OSG that would sit between
the viewer and model scene graph to enable effects such as you've
mentioned that take advantage of viewer level threading as well
integrate with existing O
Hi Robert, hi all,
During the past few days, I was thinking of implementing a resource system,
as well as a rendering structure which could support both forward and
deferred rendering for OSG. This could help developers design complex
materials and effects, test cutting-edge GPU techniques, and im
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