Kifak-Hey) :)
Thanks,
Guy.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Tuesday, April 01, 2008 2:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi Art,
Art Tevs
:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Tuesday, April 01, 2008 3:40 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi Art J.P,
I'm curious about the going for a custom StateAttribute for
DrawBuffers. In terms of encapsulation
.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Tuesday, April 01, 2008 2:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi Art,
Art Tevs wrote
Hi,
Since the change I suggest is very small from what JP has implemented I
don't submit files here just the differences:
I removed getDrawBuffers and setDrawBuffers from the Camera.cpp / h
In RenderStage the changes are as follows:
RanderStage //.h
Added vector of GLEnum named _drawBuffers.
]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Tuesday, April 01, 2008 2:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi Art,
Art Tevs wrote:
Hi J.P.
I am also using MRT, however completely without
Hi Guy and J.P,
Still struggling to keep up, partly cause I'm a bit cold on the
subject, and partly because I've gone done with a rather pesky cold...
On Wed, Apr 2, 2008 at 10:47 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Selecting glDrawBuffer/s according to the attachment map does make
Hi,
Guy wrote:
Hello,
In continue to what I said before, I don't believe it's possible to
change the subgraphs MRT definitions, since all the subgraph under the
camera renders to the camera attachments. So if the camera is using MRT,
then all the subgraph is rendered MRT.
The differences
Hi,
Robert Osfield wrote:
Hi Guy and J.P,
Still struggling to keep up, partly cause I'm a bit cold on the
subject, and partly because I've gone done with a rather pesky cold...
On Wed, Apr 2, 2008 at 10:47 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Selecting glDrawBuffer/s according to
Hi J.P,
I'm sure you will see that there is no magic to my current
implementation. The difficult part is to figure out when to enable it.
Can we not just do it when COLOR_BUFFER1 upwards are enabled?
Problem is that enabling MRT with just COLOR_BUFFER0 and then using
Hi,
Robert Osfield wrote:
Hi J.P,
I'm sure you will see that there is no magic to my current
implementation. The difficult part is to figure out when to enable it.
Can we not just do it when COLOR_BUFFER1 upwards are enabled?
Problem is that enabling MRT with just
Hi J.P,
On Wed, Apr 2, 2008 at 1:10 PM, J.P. Delport [EMAIL PROTECTED] wrote:
Rather than ban this type of usage perhaps we could come up with
another scheme. Would making COLOR_BUFFER0 be separate from
COLOR_BUFFER be a way around this, i.e. if the use wants MRT then they
Hi J.P,
On Wed, Apr 2, 2008 at 1:30 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
I will tweak the osg::Camera API to differentiate between COLOR_BUFFER
and COLOR_BUFFER0 but not merge your changes to Camera and RenderStage
right now. I will also tweak your example to work with the new Camera
Hi,
Guy wrote:
Hi,
Since the change I suggest is very small from what JP has implemented I
don't submit files here just the differences:
I removed getDrawBuffers and setDrawBuffers from the Camera.cpp / h
In RenderStage the changes are as follows:
RanderStage //.h
Added vector of
.
Delport
Sent: Wednesday, April 02, 2008 2:11 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi,
Robert Osfield wrote:
Hi J.P,
I'm sure you will see that there is no magic to my current
implementation. The difficult part
]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Wednesday, April 02, 2008 2:11 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi,
Robert Osfield wrote:
Hi J.P,
I'm sure you will see that there is no magic to my
Hi J.P, Guy and Art et. al,
On Wed, Apr 2, 2008 at 3:53 PM, J.P. Delport [EMAIL PROTECTED] wrote:
When the visitor is implemented, if a node is using MRT it's probably
because the user attached a shader that uses gl_Data[], and then it will
set on the flag whether it has one or many COLOR
shaders.
Guy.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Wednesday, April 02, 2008 4:54 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi,
Guy wrote:
Hi,
Using MRT
Hi All,
I've just merged J.P changes to RenderStage to add support for glDrawBuffers
in conjunction with my tweak to osg::Camera::COLOR_BUFFER0. J.P's
osgmultiplerendertargets example is also now checked into SVN.
Robert.
___
osg-users mailing list
]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, April 01, 2008 12:29 PM
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi,
is anyone looking at this, or should I assume no news is good news and
just submit it as a patch?
rgds
jp
J.P
Hi J.P.
I am also using MRT, however completely without
osg::Camera.
However since I am working with FBOs directly I would
prefer to have something like an extra StateAttribute
or something which should setup the MRT. Or maybe the
setDrawBuffers as an extra method in the FBO code.
I think
Hi Art,
Art Tevs wrote:
Hi J.P.
I am also using MRT, however completely without
osg::Camera.
Yes, I've compiled osgPPU and ran the examples; cannot say that I fully
understand the code yet :)
However since I am working with FBOs directly I would
prefer to have something like an extra
Hi Art J.P,
I'm curious about the going for a custom StateAttribute for
DrawBuffers. In terms of encapsulation osg::Camera isn't a bad place
for it, as there is already lots of RTT support there already. If
there are cases when you want to enable/disable different combinations
of DrawBuffers
Hi Robert, J.P.,
Of course the camera is a good place for it. However I
would also prefer to have it somewhere else, because I
am not always using cameras to make render to texture.
Ok, maybe I am the one who is using the FBOs and RTT
functionality out of the camera ;-)
Hmm, maybe I was to fast
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