Hi Dominic,

AFAIK, the png plugin does not support writing depth image. Try the tiff
plugin in svn/trunk ; a recent submission made it write depth images, and it
works for me.

Mourad

On Mon, Jan 11, 2010 at 4:17 PM, Dominic Stalder <dominic.stal...@bluewin.ch
> wrote:

> Hi there
>
> I have the following RTT method:
>
>    ref_ptr<Image> image = new Image;
>    image->allocateImage(osgViewer->width(), osgViewer->height(), 1,
> GL_RGBA, GL_UNSIGNED_BYTE);
>
>    // resets the size of the texture
>    texture->setTextureSize(osgViewer->width(), osgViewer->height());
>
>    // sets the clear mask the depth buffer
>    camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
>
>    // sets the clear color to white
>    camera->setClearColor(Vec4(1.0, 1.0, 1.0, 1.0));
>
>    ...matrices and viewport...
>
>    // sets the reference frame to an absolute coordinate frame
>    camera->setReferenceFrame(Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT);
>
>    // sets the texture camera to render before rendering to the screen
>    camera->setRenderOrder(Camera::PRE_RENDER);
>
>    // sets the rendering target of the texture camera to the frame buffer
> object (FBO)
>    camera->setRenderTargetImplementation(Camera::FRAME_BUFFER_OBJECT);
>
>    // attaches the texture to the texture camera (important: samples
> mustn't be greater than zero)
>    // buffer component, texture, level, face, mip map generation, samples,
> color samples
>    camera->attach(Camera::COLOR_BUFFER, image.get(), 0, 0);
>
>    // adds the node to the texture camera (this node will be rendered to
> the texture)
>    camera->addChild(node);
>
>    // adds the texture camera to the root node
>    root->addChild(camera);
>
> If I write this image to file, it works great, I have my "balance" in the
> middle of the image --> see attachment color_buffer.png. Now I would like to
> write the depth buffer to the image (just for debugging, afterward I write
> it to the texture), so I change the following lines:
>
> image->allocateImage(osgViewer->width(), osgViewer->height(), 1, GL_RGBA,
> GL_UNSIGNED_BYTE); --> image->allocateImage(osgViewer->width(),
> osgViewer->height(), 1, GL_DEPTH_COMPONENT, GL_FLOAT);
>
> camera->attach(Camera::COLOR_BUFFER, image.get(), 0, 0); -->
> camera->attach(Camera::DEPTH_BUFFER, image.get(), 0, 0);
>
> After that I get the image depth_buffer.png, but this isn't correct, is it?
>
> The texture looks like this, is it correct?
>
>    // creates the texture for the shadow map
>    texShadowMap = new Texture2D;
>    texShadowMap->setInternalFormat(GL_DEPTH_COMPONENT);
>    texShadowMap->setShadowComparison(true);
>    texShadowMap->setShadowTextureMode(Texture2D::LUMINANCE);
>    texShadowMap->setFilter(Texture2D::MIN_FILTER, Texture2D::LINEAR);
>    texShadowMap->setFilter(Texture2D::MAG_FILTER, Texture2D::LINEAR);
>    texShadowMap->setWrap(Texture2D::WRAP_S, Texture2D::CLAMP_TO_BORDER);
>    texShadowMap->setWrap(Texture2D::WRAP_T, Texture2D::CLAMP_TO_BORDER);
>    texShadowMap->setBorderColor(Vec4(1.0, 1.0, 1.0, 1.0));
>
> What am I doing wrong in this function?
>
> Thanks a lot
> Dominic
>
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to