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 ------------------------------------------------------------------------------ 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