Re: [osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2018-04-24 Thread Robert Osfield
Hi Rômulo, On 24 April 2018 at 05:21, Rômulo Cerqueira wrote: > is there any example to implement FBO without cameras? Where can I find it? Camera's are just the public interface that users have to set up all the things that are required when doing render to texture.

Re: [osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2018-04-23 Thread Rômulo Cerqueira
Folks, is there any example to implement FBO without cameras? Where can I find it? ... Thank you! Cheers, Rômulo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73488#73488 ___ osg-users mailing

Re: [osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2013-02-15 Thread Aurelien Albert
Hi, the concept of post-processing is inherently non-spatial, so it really doesn't belong in a scene graph at all = this is why I think we should be able to execute a render pass on an arbitrary camera : the subgraph of this camera may not have a spatial organization, but a process-logic

Re: [osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2013-02-15 Thread Wang Rui
Hi, In my present implementation in the osgRecipes project, I create a list of pre-render cameras internally as post processing passes, instead of explicitly in the scene graph. So on the user level they may simply write: EffectCompositor* effect = new EffectCompositor;

Re: [osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2013-02-15 Thread Robert Osfield
Hi Paul, On 15 February 2013 04:09, Paul Martz skewmat...@gmail.com wrote: Now that I give this some more thought, the concept of post-processing is inherently non-spatial, so it really doesn't belong in a scene graph at all. Repeatedly culling entities that we know will always be rendered is

[osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2013-02-14 Thread Wang Rui
Hi Robert, hi all, I want to raise this topic when reviewing my effect composting/view-dependent shadow code. As far as I know, most of us use osg::Camera for rendering to texture and thus the post-processing/deferred shading work. We attach the camera's sub scene to a texture with attach() and

Re: [osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2013-02-14 Thread Paul Martz
This is how I've been doing post-rendering effects, too. However, I have never done any performance benchmarks. My instinct tells me that this method should have faster cull time than using a Camera, but if post-rendering cull time makes up only a small percentage of the total cull time, then I

Re: [osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2013-02-14 Thread Aurelien Albert
Hi, Thanks for sharing this, I've never think to this way, and it's very interseting. Not really for performance reason, but also for simplicity reasons. I'll try to dig that further to see if it can be usefull to implement what is discussed here :

Re: [osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2013-02-14 Thread Robert Osfield
Hi Rui, The cost of traversing an osg::Camera in cull should be very small, and one can avoid using a separate RenderStage by using a NESTED_TRAVERSAL. Using a different custom Node to do similar RTT setup is done for osg::Camera will incur similar CPU and GPU costs, so I unless there is really

Re: [osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2013-02-14 Thread Daniel Schmid
With all postprocessing solutions I checked out so far, they all have the same issue: they lack support of multiple viewports (for instance using CompositeViewer) and they all need some additional elements (camera, quads, etc) being added to the scene graph. My expectation of a postprocessing

Re: [osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2013-02-14 Thread Aurelien Albert
Hi all, I'm not sure the CPU cost is really the issue here, but it would be usefull to have that kind of methods : executeCamera(osg::Camera*, osg::State*) executeCameraAsync(osg::Camera*, osg::State*) = execute all needed code to render the sub graph of the camera, with async wait. = inputs

Re: [osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2013-02-14 Thread Wang Rui
Hi all, Thanks for the replies. It is always midnight for me when most community members are active so I have to reply to you all later in my morning. :-) Paul, I haven't done any comparisons yet. Post processing steps won't be too many in a common application, and as Robert says, the cull time

Re: [osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2013-02-14 Thread Paul Martz
Now that I give this some more thought, the concept of post-processing is inherently non-spatial, so it really doesn't belong in a scene graph at all. Repeatedly culling entities that we know will always be rendered is redundant at best. Wouldn't it be better to have a list of dedicated RTT