[osg-users] Multi-pass rendering segfault issue

2017-05-17 Thread Qiaokun Lefei
Hi, I'm trying to do the folowing : In the Ubantu10.04 system, with dual graphics cards GTX1080TI, I run an osg program just renderring a cow with 4-multi-channels. I just change the osg version from 3.0.0 to 3.52. If I press the key 's' to see the frame rate under the newer version, it

Re: [osg-users] Multi-pass rendering in OSG

2008-09-18 Thread Thrall, Bryan
PROTECTED] schrieb am Mi, 17.9.2008: Von: Thrall, Bryan [EMAIL PROTECTED] Betreff: Re: [osg-users] Multi-pass rendering in OSG An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Datum: Mittwoch, 17. September 2008, 23:20 J.P. Delport wrote on Wednesday, September 17, 2008 10:39 AM

[osg-users] Multi-pass rendering in OSG

2008-09-17 Thread Thrall, Bryan
I'm attempting to implement a multiple pass rendering algorithm in OSG, but I'm not sure what the best way is. I am just learning how to do this and how to use Frame Buffer Objects. I initially tried to implement an osgFX::Effect, since it supports multiple passes transparently. The problem is

Re: [osg-users] Multi-pass rendering in OSG

2008-09-17 Thread J.P. Delport
Hi, have a look at the osgstereomatch example, there is a multi-pass algo example. See the readme of that too. Also search the list archives for osgPPU. jp Thrall, Bryan wrote: I'm attempting to implement a multiple pass rendering algorithm in OSG, but I'm not sure what the best way is. I

Re: [osg-users] Multi-pass rendering in OSG

2008-09-17 Thread Art Tevs
Hi Bryan, take a look into osgPPU. It does exactly what you are looking for. Cheers, art --- Thrall, Bryan [EMAIL PROTECTED] schrieb am Mi, 17.9.2008: Von: Thrall, Bryan [EMAIL PROTECTED] Betreff: [osg-users] Multi-pass rendering in OSG An: OpenSceneGraph Users osg-users

Re: [osg-users] Multi-pass rendering in OSG

2008-09-17 Thread Thrall, Bryan
J.P. Delport wrote on Wednesday, September 17, 2008 10:39 AM: Hi, have a look at the osgstereomatch example, there is a multi-pass algo example. See the readme of that too. Also search the list archives for osgPPU. Thanks for the pointers; osgPPU looks like what I want, but version 0.2

Re: [osg-users] Multi-pass rendering in OSG

2008-09-17 Thread Art Tevs
if something goes wrong. cheers, art --- Thrall, Bryan [EMAIL PROTECTED] schrieb am Mi, 17.9.2008: Von: Thrall, Bryan [EMAIL PROTECTED] Betreff: Re: [osg-users] Multi-pass rendering in OSG An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Datum: Mittwoch, 17. September 2008, 23:20 J.P

Re: [osg-users] Multi-pass rendering in OSG

2008-09-17 Thread Jean-Sébastien Guay
Hi Art, in deed, svn-ports seems to be closed on some proxies. I am currently working on moving osgPPU to another server with enabled svn through apache support. Perhaps GoogleCode could be of help here? Jeremy already uses it for his projects, apparently with some success :-) I would hope

[osg-users] Multi-pass rendering

2008-05-25 Thread Lars Karlsson
Hi, In my application, I have to perform the following operations: 1) render the scene into buffer A, using fixed GL pipeline 2) render the scene again into buffer B, using some shaders 3) render the scene again into the color framebuffer, using some shaders 4) superimpose (i.e. lay over)

Re: [osg-users] Multi-pass rendering

2008-05-25 Thread Robert Osfield
Hi Lars, The OSG support multi-pass, multi-stage rendering pretty thoroughly. There are plenty of examples that use various combinations of multi-pass. For starters have a look at the osgprerender, osgprerendercubemap, osgdistortion and osghud examples. Robert. On Sun, May 25, 2008 at 8:04 AM,

Re: [osg-users] Multi-pass rendering

2008-05-25 Thread Lars Karlsson
Robert, I'll start with the samples you mentioned. Thanks, Lars Hi Lars, The OSG support multi-pass, multi-stage rendering pretty thoroughly. There are plenty of examples that use various combinations of multi-pass. For starters have a look at the osgprerender, osgprerendercubemap,