Re: [osg-users] Stereo and Render to Texture effects

2011-11-11 Thread Kim Bale
Hi Farshid, I just did a quick test and you appear to be right. SceneView.cpp ~line 1099 Changing the following: _renderStageLeft-drawPreRenderStages(_renderInfo,previous); _renderStageRight-drawPreRenderStages(_renderInfo,previous); _renderStageLeft-draw(_renderInfo,previous);

Re: [osg-users] Stereo and Render to Texture effects

2011-11-11 Thread Robert Osfield
Hi Kim, The only problem I would see with this re-ordering is that if users are relying upon stereo and frame buffer based render to texture then their second render to texture pass would render over the top of the left image. Given this one would certainly have to make your suggested

[osg-users] Stereo and Render to Texture effects

2011-11-10 Thread Kim Bale
Dear all, A while back I had to write a dual depth peeling routine to deal with some particularly troublesome transparency issues. The effect worked well. However, in order to render this in stereo I had to create separate frame buffer objects for each eye and then use node masks control which

Re: [osg-users] Stereo and Render to Texture effects

2011-11-10 Thread Farshid Lashkari
Hi Kim, On Thu, Nov 10, 2011 at 6:21 AM, Kim Bale kcb...@googlemail.com wrote: Is there a way of reusing the FBOs so that I don't need to duplicate them all for each eye? I couldn't seem to find a way of doing that without the previous data being overwritten. Which stereo mode are you

Re: [osg-users] Stereo and Render to Texture effects

2011-11-10 Thread Kim Bale
Hi Farshid, Thanks for your reply. Fortunately I'm working with quad buffered stereo so I'll have a dig around in the SceneView code and see if your idea works. Cheers, K. On 10 November 2011 16:14, Farshid Lashkari fla...@gmail.com wrote: Hi Kim, On Thu, Nov 10, 2011 at 6:21 AM, Kim Bale