Hi Fred, On Sunday, January 01, 2012 16:14:17 Frederic Bouvier wrote: > Exactly. I want to give access to every stage of the rendering to the > effect system. The geometry pass outputs to render target, but the fog, > the lights, the bloom need to have access to the textures of the buffer, > and there is a separate one for each camera associated to windows or > sub windows. > > I have found a solution where I can make an association between the > cull visitor and the G-buffer and then modify the pass of the effect > on the fly. I hope some multi-threading model will not screw up > this scheme. Hmm, 'on the fly' sounds not so good. Without definitely knowing what this means ...
There should better be sepereate datastructures for the effects. I have not looked into the effect code, but having an extra property in the effect that tells, 'per-toplevel-camera=true' or something more descriptive. Then in the effect code assign seperate texture state in this case. ... my two cents. And may be pointless for your actual implementation. > > > Currently, the fog is computed using the depth buffer as a > > > post-process pass. Any smarter computation (like atmospheric > > > scattering) is just a matter of writing a single shader that > > > would replace the default fog computation. > > > > Exactly. And you are looking into the sky if you find a far clipping > > plane depth value. > > Actually, it's a null normal. I could also use the stencil buffer but > I already messed with combined depth/stencil shared between fbos > without much success. Null normal is probably fine too. And no the scencil is really per fbo pass. And much worse, I believe you need a non standard extension to access the stencil from an fbo pass that is not active anymore. The only thing you could do to get a stencil out of a render pass belonging to an fbo is to draw a screen aligned quad in as the last geometry in an fbo render target that evaluates the stencil and writes the result into a normal render fbo texture target. Then you will have this result available as a seperate texture. But I do not think that this is needed for this purpose. Greetings Mathias ------------------------------------------------------------------------------ RSA(R) Conference 2012 Mar 27 - Feb 2 Save $400 by Jan. 27 Register now! http://p.sf.net/sfu/rsa-sfdev2dev2 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel