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
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Read this
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
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
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
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
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=72885#72885
_
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
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
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
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
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
_
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
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