Re: [osg-users] Normal Mapping using Dynamic Cubemap

2018-02-03 Thread Rômulo Cerqueira
Hi Sebastian, thanks for all comments. Do you know how I can manage these six faces of cubemap? I can handle all faces using one texture or I need to create six textures? I really need help with this...It's essential to my project. ... Thank you! Cheers, Rômulo -- Read this

Re: [osg-users] Normal Mapping using Dynamic Cubemap

2018-02-03 Thread Sebastian Messerschmidt
Hi, Hi Sebastian, I have managed the normal and depth using MRT-FBO. I changed the osgdeferred example to display the normal (blue) and depth (green). Now I need to repeat this process for each six faces of cubemap. Nice to see that you're making progress. I have a question: to capture th

Re: [osg-users] Normal Mapping using Dynamic Cubemap

2018-02-03 Thread Rômulo Cerqueira
Hi Sebastian, I have managed the normal and depth using MRT-FBO. I changed the osgdeferred example to display the normal (blue) and depth (green). Now I need to repeat this process for each six faces of cubemap. I have a question: to capture the normal/depth data, as seen in Figure, I used the

Re: [osg-users] Normal Mapping using Dynamic Cubemap

2018-01-30 Thread Sebastian Messerschmidt
I'll try a last time: Hi, I still have problems to manage the normal view from reflected objects (using dynamic cubemaps technique). Please any tip here? Have you managed to render your normals, colors, depth etc to a MRT-FBO? If so, the next step is to render to do this 6 times, where eac

Re: [osg-users] Normal Mapping using Dynamic Cubemap

2018-01-29 Thread Rômulo Cerqueira
Hi, I still have problems to manage the normal view from reflected objects (using dynamic cubemaps technique). Please any tip here? ... Thank you! Cheers, Rômulo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72885#72885 _

Re: [osg-users] Normal Mapping using Dynamic Cubemap

2018-01-11 Thread Rômulo Cerqueira
Moreover, I installed the openscenegraph-examples package (using Ubuntu), however the osgdeferred example does not contain all complementary data (i.e. data/shaders/simpleShader01, data/shaders/colorTextureShader and data/shaders/lightingPass). I could not find these shader codes in https://gi

Re: [osg-users] Normal Mapping using Dynamic Cubemap

2018-01-11 Thread Rômulo Cerqueira
Hi Sebastian, I believe copying and pasting code is not the case here. I have read a lot about MRT, RTT and FBO and debugged some source code examples (including your hints), however I still have problems in my side to compute the normal. So let's go to new doubts: - In Kapelko's example, if I

Re: [osg-users] Normal Mapping using Dynamic Cubemap

2017-12-27 Thread Sebastian Messerschmidt
Hi Rômulo, I already tried to describe the building-blocks for the way: 1. Render to FBO with MRT (see osgmultiplerendertargets example for this). The MRT/FBO-attachments should be your color, normal and depth. You'll need to use a shader that writes the correct information to the correct buf

Re: [osg-users] Normal Mapping using Dynamic Cubemap

2017-12-26 Thread Rômulo Cerqueira
Hi Roberto and Sebastian, sorry for my duplicated post. I need to render the depth/normal surface to texture of reflected objects by cube maps. Until this moment, I got the depth data. Could you help me to get the normal data too (as single channel data). My current code follows below: C++ cod

Re: [osg-users] Normal Mapping using Dynamic Cubemap

2017-12-19 Thread Rômulo Cerqueira
Hi Sebastian, can you help me to find an example? I've been looking for this solution for almost two months. ... Thank you! Cheers, Rômulo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72612#72612 _

Re: [osg-users] Normal Mapping using Dynamic Cubemap

2017-12-19 Thread Sebastian Messerschmidt
Hi Rômulo, Repeating the question won't magically solve it. If you're after rendering normals and depth into textures (it doesn't matter if you are rendering to cubemap-faces IMHO) then see the multiple rendering target (MRT) example. Basically you need to attach a depth and normal target to