Hi,
On 13/12/10 19:25, Sajjadul Islam wrote:
Hi Delport,
I am sorry that i did not get much from your last reply asking how am i
changing the texture
when i switch the branches. Do i have to explicitly specify the texture? Even
it is i believe that it is done as follows:
Hello forum,
a scene is rendered to a texture. Is that ok to render to the same texture by
another camera?
Thank you!
Sajjadul
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Hi Sajjadul,
On Sun, Dec 12, 2010 at 10:58 AM, Sajjadul Islam dosto.wa...@gmail.com wrote:
a scene is rendered to a texture. Is that ok to render to the same texture by
another camera?
The normal way to do render to texture (RTT) with the OSG is to use a
separate osg::Camera to do the render
Hi,
On 12/12/10 12:58, Sajjadul Islam wrote:
Hello forum,
a scene is rendered to a texture. Is that ok to render to the same texture by
another camera?
yes, you can render to the same texture from multiple cameras. What you
should avoid is reading and writing to the same texture in the
Hi,
Am 22.10.10 05:47, schrieb Thomas Hogarth:
I'm gonna continue digging but would really appreciate if you could lend a
hand. Once this is working I think we have the full set of features I
commonly use in OSG all working for IPhone.
I tried some stuff to get FBOs working on the iPhone, but
Hi
I think i've pinned it down to the fact the context isn't actually ready on
the first call to frame (only get created once the views are shown) So I'm
gonna have a play with changing when the timer gets started and see if that
fixes things.
Tom
On 27 October 2010 20:30, Stephan Huber
Hi Stephan
perhaps all you have to do is this:
replace #define LOAD_FBO_EXT .. in FrameBufferObject.cpp (around line
42) with
#if defined(OSG_GLES1_AVAILABLE)
#define LOAD_FBO_EXT(name) setGLExtensionFuncPtr(name, (#name), (
std::string(#name)+std::string(OES) ).c_str() )
#else
Bit more info
I've tracked it down to lines 541-553 of FrameBufferObject.cpp
Texture::TextureObject *tobj = 0;
if (_ximpl-textureTarget.valid())
{
tobj = _ximpl-textureTarget-getTextureObject(contextID);
if (!tobj || tobj-id() == 0)
{
Hi All
Have a quick question about render to texture. I'm trying to use it in an AR
app on IPhone so I can do some post processing on my final scene etc. At the
moment only FRAME_BUFFER mode works and is quite slow. I know OpenGLES
supports FRAME_BUFFER_OBJECTS I know these to be a little faster
Hi Thomas,
I don't believe there is any PBuffer support available for OpenGLES so
this is no go. There looks to be the frame buffer objects API
available in OpenGLES 2.0, but it would be worth checking to see if
the OSG's extension setup for these functions is working for GLES2.
A general note,
Thanks roberts,
I'll start having a little digg around. Also found that apple added FBOs to
there es 1 implementation so I'll get that working also.
Hi Tom,
Am 20.10.10 17:53, schrieb Thomas Hogarth:
To save me a little time would you mind explaining to me how the FBOs are
binded to the current context? I.e. is it something the Viewer needs to
handle, as I don't see platform specific implementations of FBOs
perhaps all you have to do is
Cheers Stephan
I'll give this a quick try and if it doesn't work I'll make a simple example
to send you.
Also your changes for the git were all fine other then I still need to use
the screen mode size not bounds size to get the proper resolution. I'm
wondering if it's an OS version issue or an
Hi Mahendra,
Mahendra G.R wrote:
Hello Robert,
Thanks, i figured it out.
On Fri, Oct 1, 2010 at 2:42 PM, Robert Osfield () wrote:
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Post generated by Mail2Forum
I'm trying something similar like you, but
Hi Aitor,
Sorry, what exactly do you want me to tell?, i'm trying to RTT of some data
with a FBO, in a fragment shader that is. Then take this texture data and
save it onto to the disc as an image, this is where i'm struck, because what
i'm doing is for 3D data, it would be really nice if
Hi,
Is it only possible, with FBO, to use the same color for each texture channel?
if I use the following code on channel 0 give me a black textured ...
Code:
static const char *shaderSource = {
uniform sampler2D baseMap;\n
varying vec2 Texcoord;\n
void
Hello guys,
this is my situation : i have a fragment shader doing some calculation and i
want to store it in a texture, i saw some examples but most of them dont
talk about shaders. how can i get the data back from the shader and store
it as a texture using OSG. I'm trying to do it with an FBO
Hi,
On 1/10/10 20:11 , Mahendra G.R wrote:
this is my situation : i have a fragment shader doing some calculation and i
want to store
it in a texture, i saw some examples but most of them dont talk about
shaders. how can i
get the data back from the shader and store it as a texture using
Hello,
Thanks or ur reply, how should i read back the data from the texture, can i
attach an image to the camera(or texture?) and read data from that image?,
is it possible and how.
Thanks,
Best regards
On Fri, Oct 1, 2010 at 12:52 PM, Ulrich Hertlein u.hertl...@sandbox.dewrote:
Hi,
On
HI Mahendra
On Fri, Oct 1, 2010 at 1:30 PM, Mahendra G.R mahen...@mahendragr.com wrote:
Thanks or ur reply, how should i read back the data from the texture, can i
attach an image to the camera(or texture?) and read data from that image?,
is it possible and how.
See osgprerender example, in
Hello Robert,
Thanks, i figured it out.
On Fri, Oct 1, 2010 at 2:42 PM, Robert Osfield robert.osfi...@gmail.comwrote:
HI Mahendra
On Fri, Oct 1, 2010 at 1:30 PM, Mahendra G.R mahen...@mahendragr.com
wrote:
Thanks or ur reply, how should i read back the data from the texture, can
i
Hello,
Sorry guys, i have a problem agian. What i'm trying to do is render into a
3D texture and i have a problem here, as far as i know, what i'm doing now
is render into a 2D texture (using a FBO). I saw some samples in opengl
where they actually loop through all the slices in Z direction and
Hi Mahendra,
Hows about looking at the osg::Camera API, it should become obvious
how one sets a specific face of texture cube map or a 3d texture when
doing render to texture. Learning how to investigate how to solve
your own problems by looking at the API and examples will really speed
your
Hello Robert,
Ok, will do that. I'm pretty new to ALL these things.
On Fri, Oct 1, 2010 at 3:38 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Mahendra,
Hows about looking at the osg::Camera API, it should become obvious
how one sets a specific face of texture cube map or a 3d
Hi,
An advanced way to do that is to combine layered rendering with a geometry
shader and geometry instancing to generate the slices. OSG SVN has support to
let the geometry shader choose the right layer via the gl_Layer variable.
-Fred
- Mahendra G.R mahen...@mahendragr.com a écrit :
Hi,
I am rendering to a texture using a FBO:
camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
camera-attach(osg::Camera_COLOR_BUFFER, texture, 0, 0, false, 0, 0);
The consumption of GPU memory is about three times higher than I would expect:
about 800 MB for a 8192 x
to zero.
Cheers,
Wojtek
- Original Message -
From: Martin Aasen martin-ferstad.aa...@ffi.no
To: osg-users@lists.openscenegraph.org
Sent: Wednesday, May 05, 2010 3:32 PM
Subject: [osg-users] Render to texture memory usage
Hi,
I am rendering to a texture using a FBO:
camera
Thanks Wojciech,
By setting the mask the memory usage was reduced to just over 300MB.
Martin
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Hi,
sorry for the late reply, i had to finish another task before trying
this out.
Thanks for your advice, it helped me to solve the problem. I'm using 2
cameras now and it works (at least for sort-first distribution).
Regards,
Luciano
J.P. Delport wrote:
Hi,
On 08/04/10 08:46, J.P.
Hi,
I think the problem is the multiple attach calls on the camera. You have
to somehow clear the previous attachments and it's a bit tricky at the
moment, you have to mess with RenderStage. See here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/54990/focus=55025
rgds
jp
Hi,
On 08/04/10 08:46, J.P. Delport wrote:
Hi,
I think the problem is the multiple attach calls on the camera. You have
to somehow clear the previous attachments and it's a bit tricky at the
moment, you have to mess with RenderStage. See here:
Hi folks,
I would like to post my solution to the problem of rendering to a texture
independently on the framerate of the viewer, the code is attached.
My solution is to derived a Viewer from osgViewer::Viewer, added a custom
offScreenRender() function mimicking frame() and
Hi,
thanks again for answering.
J.P. Delport wrote:
Hi,
Georg Martius wrote:
Hi JP,
thanks for you hint. I tried to code from the linked thread.
Unfortunately it does not really work very well. To get you updated:
I have 2 cameras, one is the original viewer cam and the other is a
Hi JP,
thanks for you hint. I tried to code from the linked thread. Unfortunately it
does not really work very well. To get you updated:
I have 2 cameras, one is the original viewer cam and the other is a pbuffer
one.
My scenegraph has two nodes:
root
- scene
- RRT Camera - scene2
I have
Hi,
Georg Martius wrote:
Hi JP,
thanks for you hint. I tried to code from the linked thread. Unfortunately it
does not really work very well. To get you updated:
I have 2 cameras, one is the original viewer cam and the other is a pbuffer
one.
My scenegraph has two nodes:
root
- scene
Hi Georg,
maybe have a look at this:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/49423
you can render to texture with the main camera disabled.
jp
Georg Martius wrote:
Hello,
I am using OSG for a robotics simulator [1] already a while. Now I want to
implement a camera
Hello,
I am using OSG for a robotics simulator [1] already a while. Now I want to
implement a camera sensor, meaning the simulation of a physical camera
mounted on a robot.
I got it to work with Render to Texture. However I have the following problem:
The rendering of the normal graphics is
Hi list,
I have 4 cameras independent of each other, and each one covers a 4th
of the screen. I want to take a screenshot of each one then put the 4
images into a single texture. Also note that I'm not using the
composite viewer.
My first problem is that the normal approach is to attach a
Eduardo Alberto Hernández Muñoz wrote:
My first problem is that the normal approach is to attach a texture to
a camera, but this means that I will get the data from the next frame
since I will have to render it again; I suppose I could render the
image again but this seems like a waste, instead
more
chance to work as intended. I apologize for trouble.
Wojtek Lewandowski
- Original Message - From: Tugkan Calapoglu tug...@vires.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, November 03, 2009 9:10 AM
Subject: [osg-users] Render to texture
Hi All,
I am using Light Space Perspective Shadow Maps for shadowing. I would
like to render the shadowed scene to a texture, so I have another camera
on top of the shadowed scene. It looks like following:
root
|
RTTCamera
|
ShadowedScene
I also render a small sized screen aligned quad which
Lewandowski
- Original Message -
From: Tugkan Calapoglu tug...@vires.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, November 03, 2009 9:10 AM
Subject: [osg-users] Render to texture and Shadows
Hi All,
I am using Light Space Perspective Shadow Maps
NPOT = non-power-of-two
POT = power-of-two
Since my card does not support NPOT textures, can I create a POT texture but
command the renderTargetImplemtation to only render to a specific region of the
texture.
For example, if my texture if 512x512 (i.e POT texture) and my viewport is
320x240
I was able to use a POT texture after all with the renderTargetImplementation
of camera (as I mentioned in my last post).
All is well with the world once again.
Thanks everyone.
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Hi,
I am having a weird problem which I hope you can help. I am running on Win2000
with a relatively old nvidia card.
1) When I run then osgtexturerectangle example and I supply a non-power-of-two
image as a command line argument, the example still runs as expected. So that
tell me that my
Hi Torben,
Well if you don't attach the texture object (32BIT) just the image (32BIT)
the RTT works with 8BIT. I guess OSG generates a own texture object and
attach the image. but this isn't a 32Bit texture (internal format). So you
would be attach the texture object, this is the correct way.
Hi all,
How can i test the GL_RGBA32F_ARB render to texture quality. i don't know
whether i did a mistake in programming or my Nivida quadra fx 570m with
windows vista driver doesn't support it.
Or do i have to generate an own graphic context for enabling this feature?
/regards
adrian
//
Hi Adrian,
mmm, I'm not sure about the
setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT)
Do you need to use this?
I've only used float render targets with FBOs and I know they work
without special contexts.
ITO quality I suppose you mean you want to find out if actual float
Hi JP,
2009/8/19 J.P. Delport jpdelp...@csir.co.za
Hi Adrian,
mmm, I'm not sure about the
setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT)
Do you need to use this?
FBO is also ok.
I've only used float render targets with FBOs and I know they work without
special
Hi all,
for others, it works perfectly
we need just to replace
RTTInfoPreprocessingBackFront._camera-attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER),
_RTTInfoPreprocessingBackFront._image.get(),0,0);
with
Hi,
hmmm, whats the difference between both lines?
Greetings,
Torben
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Hi,
I was wondering is someone can help me with a specific problem I'm having with
render-to-texture. In essence, I have a pre-render camera (i.e m_pRttCamera)
that renders the entire scene to a rectangular texture (i.e m_pRttTexture).
This texture is the mapped to a simple quad that fills the
Hi, Guy,
Great explanation, except you didn't say what the problem was :-)
--J
Guy Volckaert wrote:
Hi,
I was wondering is someone can help me with a specific problem I'm having with render-to-texture. In essence, I have a pre-render camera (i.e m_pRttCamera) that renders the entire
Ignore me, I just found it...
--J
Guy Volckaert wrote:
Hi,
I was wondering is someone can help me with a specific problem I'm having with render-to-texture. In essence, I have a pre-render camera (i.e m_pRttCamera) that renders the entire scene to a rectangular texture (i.e m_pRttTexture).
Hi,
I was wondering if you can provide me with some guidance regarding RTT. BTW: I
read and understood the osgMultipleRenderTargets example very well (hopefully
8)). However, I was wondering if it would be possible to simply it a little for
my app.
My application has multiple slave cameras
Hi Art,
It would be great to see this demo!!!
Another good idea is to use another camera for the 'glow objects', this match
perfectly with my pipeline, with minor changes on the shaders.
Although i propossed to use OsgPPU on the app we are doing, at this time we use
another postprocessing
Hi Joseba,
Yes, I also think that osgPPU is a 'must have' in osg, however I am not the
maintainer of the osg code, hence I hope that osgPPU would not die in the
future or will not be replaced by something else in the main core, which would
be very ungente ;)
As to your error in the applied
Hi, Joseba
ok, there is now a new example called glow in the osgPPU svn. I have
implemented the first version of the glow. Hence just created a slave camera
and render only the thing, which I want to glow by the second camera. Then
apply gaussian blur on the output of the second camera and
Thanks, I will take a look!!
J.
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Anyone has experience something similar?
J.
Hi all,
I want to do an RTT of the current camera to do some PostProcesses on it
(using shaders). When the geometry is textured, everything works ok, but
when i use non-textured objects, the objects renders in black. I tryed
the code in
Hi Joseba,
have you took a look into osgPPU? This can do exactly what you are looking for.
art
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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Joseba
Sent: Tuesday, January 27, 2009 3:22 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Render to Texture and per vertex colors
Anyone
Hi all,
I want to do an RTT of the current camera to do some PostProcesses on it
(using shaders). When the geometry is textured, everything works ok, but
when i use non-textured objects, the objects renders in black. I tryed
the code in osgprerender example in my app and it does the same
(osgViewer::Viewer::SingleThreaded);
Unfortunately, the texture is still gray.
Åsa
-Ursprungligt meddelande-
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport
Skickat: den 7 november 2008 08:22
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem
Hi
] För J.P. Delport
Skickat: den 7 november 2008 08:22
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem
Hi,
any reason why you have RGBA texture, but RGB in callback?
jp
Engvall Åsa wrote:
Hi!
I want to render the scene to a texture and use the texture in a shader
:42
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem
Hi,
is your RTT camera the child of anything? I'm just guessing without having an
example to run.
jp
Engvall Åsa wrote:
I thought that the texture must be in RGBA to be used in a shader. The
callback was just
PROTECTED] För J.P. Delport
Skickat: den 7 november 2008 09:42
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem
Hi,
is your RTT camera the child of anything? I'm just guessing without having
an example to run.
jp
Engvall Åsa wrote:
I thought that the texture
?
Trying to learn more...
Åsa
-Ursprungligt meddelande-
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport
Skickat: den 7 november 2008 13:47
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem
I just read quickly, but it seems your camera is still
Hi Asa,
On Fri, Nov 7, 2008 at 1:16 PM, Engvall Åsa [EMAIL PROTECTED] wrote:
It isn't obvious to me why the RTT camera must be under the viewer. I just
thought of the viewer as a camera which looks at the scene. Is the viewer
more like something that collects the pictures from all cameras
OK, that sounds logical.
Thank you, bye for now!
Åsa
-Ursprungligt meddelande-
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För Robert Osfield
Skickat: den 7 november 2008 14:22
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem
Hi Asa,
On Fri, Nov 7, 2008
();
}
*Från:* [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] *För *Andreas Lindmark
*Skickat:* den 7 november 2008 10:33
*Till:* OpenSceneGraph Users
*Ämne:* Re: [osg-users] Render to texture problem
The camera has to be somewhere
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem
The camera has to be somewhere in the scenegraph under the root.
Something like this:
Root
/\
RTTCamera Node1
\/
World
Set the uniforms that you currently set
Hi!
I want to render the scene to a texture and use the texture in a shader. The
texture image is saved to file by a postdraw callback, so I can look at it. I'm
doing something wrong because the texture becomes all gray.
My scene graph looks like this:
RTT camera root
|
On Thu, Nov 6, 2008 at 5:16 PM, Engvall Åsa [EMAIL PROTECTED] wrote:
I want to render the scene to a texture and use the texture in a shader. The
texture image is saved to file by a postdraw callback, so I can look at it.
I'm doing something wrong because the texture becomes all gray.
I have
Hi,
can you force single threaded osgviewer and see if it still is a problem?
jp
Engvall Åsa wrote:
Hi!
I want to render the scene to a texture and use the texture in a shader.
The texture image is saved to file by a postdraw callback, so I can look
at it. I'm doing something wrong because
Hi,
any reason why you have RGBA texture, but RGB in callback?
jp
Engvall Åsa wrote:
Hi!
I want to render the scene to a texture and use the texture in a shader.
The texture image is saved to file by a postdraw callback, so I can look
at it. I'm doing something wrong because the texture
Hi Sherman,
sherman wilcox schrieb:
My question is this: what other method might I employ to deal with
these alpha blending issues? How do you guys recommend handling this?
What's the recommend route to take?
have you tried using osg::ColorMask and disable writing to the
alpha-channel? You'll
Hi guys - I'm using render to texture in one of my apps and I'm
experiencing alpha blending issues. Here's what I have: simple RTT
(render to texture) with two quads. Each quad has as a background an
opaque black background (24-bit BMP). In front of that is a small
(doesn't cover the entire
Hi
i´m currently rendering to a texture using a slave camera
my problem is that i can´t set the clear color to alpha. Each time the slave
camera renders a new frame i get a nice blue background instead of the
transparent background i´m looking for
i´ve tried with values of 0.0, 0.5 add 1.0
Dous you FBO have an alpha channel
On Thu, Jul 24, 2008 at 12:42 PM, David _ [EMAIL PROTECTED] wrote:
Hi
i´m currently rendering to a texture using a slave camera
my problem is that i can´t set the clear color to alpha. Each time the slave
camera renders a new frame i get a nice blue
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Render to texture and ClearColor
Dous you FBO have an alpha channel
On Thu, Jul 24, 2008 at 12:42 PM, David _ [EMAIL PROTECTED] wrote:
Hi
i´m currently rendering to a texture using a slave camera
i guess i spoke too fast. I get transparency no, but it´s not exactly what i
want
how do i know what kind of FBO i´m using???
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Thu, 24 Jul 2008 14:00:56 +0200
Subject: Re: [osg-users] Render to texture and ClearColor
, this also fails with osg 2.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Sent: 16 July 2008 14:48
To: OpenSceneGraph Users
Subject: Re: [osg-users] Render to Texture
*** WARNING ***
This mail has originated outside your organization, either from
with OSG 2.0 and 2.4
I have also used an openGL read with osg 1.0, this also fails with osg 2.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Sent: 16 July 2008 14:48
To: OpenSceneGraph Users
Subject: Re: [osg-users] Render to Texture
*** WARNING
for render to textures
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roberts,
Gareth
Sent: Monday, July 21, 2008 5:42 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Render to Texture
I used this code...
const int TEX_WIDTH = 512;
const int
without the need to render it?
Paul P.
- Original Message
From: Gordon Tomlinson [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, July 21, 2008 7:13:58 AM
Subject: Re: [osg-users] Render to Texture
HI
WRT your OGL read, I suspect you are doing
Paul,
FYI, the HDR (Radiance format) plugin also supports writing 32Fs, which can
be viewed with a number of applications. I think I also saw a recent
submission that allowed the TIFF plugin to write floats, but I might be
mistaken.
David
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I'm attempting to render to a texture and then dump the rendered texture to a
file (every frame), but I'm having trouble.
I've attempted to use the osgprerender example (using the --image option), and
replaced the MyCameraPostDrawCallback::operator() to have a
osgDB::writeImageFile(*_image,
Hi,
make sure the image writer can handle your image format. Bands usually
mean an alignment error in the data the writer expects. E.g. expects
binary input data to be RGB, but the data is RGBA.
.jpg does not support alpha I think.
Try .png
jp
[EMAIL PROTECTED] wrote:
I'm attempting to
Hi everyone.
I have some issues with rendering to a texture.
I am writing a plug-in for an application.
This application has a main-viewer-window, where it displays a scene.
My plug-in has an own window with a new viewer and everything.
The new window now needs a texture showing what the main
Hi Steffen,
I'm finding it hard to follow exactly what your set up is. Since I'm
not clear the best I can do is have an educated guess. Could it be
that you are using rendering to the texture in one graphics context,
then trying to reuse that same texture in another graphics context?
Robert.
Hi,
sorry, I don't know the answer.
jp
hesicong2006 wrote:
Hi, Robert:
Could you give me an answer? Thanks!
Hesicong
J.P. Delport wrote:
Yes, I'm not sure about the interaction between AA and floating point
buffers.
jp
Hi,
have you tried using COLOR_BUFFER0 and gl_FragData in shader?
jp
hesicong2006 wrote:
Hi, Robert:
I'm now writing shader to compute world coordinate of the scene and
save them as image. The value output by shader will exceed 1 and require
float values, so I use GL_RGBA32F_ARB for RTT
Hi,
I have just edited osgmultiplerendertargets example and can confirm you
can get values 1.
In the example, search for e-12 and change to e12 in the shader.
Run with:
osgmultiplerendertargets --hdr --image.
You will see that it prints values 1.
jp
hesicong2006 wrote:
Hi, Robert:
Hi, Delport:
I use them, the fragment shader code is very easy.
varying vec4 worldPos;
void main(void)
{
gl_FragData[0]=worldPos;
}
I'm sure the worldPos is
calculated right, you can try
if(worldPos.x1)
{
gl_FragData[0]=vec4(0,1,1,1);
}
else
{
Hi, Delport:
I tried your method, that's OK, I see the output. I'll check what's
wrong with my code or if there's some tricky code I ignore. Thanks!
J.P. Delport wrote:
Hi,
I have just edited osgmultiplerendertargets example and can confirm you
can get values 1.
In the example,
Hi,
good, make sure of difference between COLOR_BUFFER versus COLOR_BUFFER0.
jp
hesicong2006 wrote:
Hi, Delport:
I tried your method, that's OK, I see the output. I'll check what's
wrong with my code or if there's some tricky code I ignore. Thanks!
J.P. Delport wrote:
Hi,
I have just
I found out the tricky code!
YOU MUST ATTACH the texture and your image~, see the code segment of
osgmultiplerendertargets.cpp from line 343 to 360:
for (int i=0; iNUM_TEXTURES; i++) {
camera-attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+i),
textureRect[i]);
}
// we can
To: OpenSceneGraph Users
Sent: Thursday, July 03, 2008 10:05 AM
Subject: Re: [osg-users] Render To Texture attached Image do not support
RGBA32 format, value clamped to 1!
I found out the tricky code!
YOU MUST ATTACH the texture and your image~, see the code segment of
osgmultiplerendertargets.cpp
Hi, Delport and Robert:
I now want to set the camera with FSAA support, the newest SVN
version has provided the parameters for camera-attach.
I changed line 344 of osgmultiplerendertargets.cpp from
camera-attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+i),
textureRect[i]);
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