Hi Mathias,

> De: Mathias Fröhlich
>
> 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.


Well, for the moment my solution works pretty well. I posted some videos
on the forum to show progress on lights
(http://www.flightgear.org/forums/viewtopic.php?f=47&t=14883)


> > > > 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.

I was able to attach the same depth texture to 2 fbos and have a 
depth buffer already initialized in the second one. I don't know 
if it would work for the stencil buffer if I choose the 
PACKED_DEPTH_STENCIL_BUFFER attachment.

Regards,
-Fred

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