Hi Andrey, Just a thought, but wouldn't this only work for orthographic projections?
I believe the traditional ray tracing approach to this problem is to use an octree. Kim. On 30 November 2011 17:53, Andrey Ibe <xry...@gmail.com> wrote: > hello good people! > > i need a bit of advice ragarding some more advanced rendering techniques. > advanced for me, anyway. > > i am trying to build a simple ray tracing application on top of the basic > osgviewer program. > > to start off, i am trying to "look" at the loaded model and decide where > to cast rays, e.g. i don't want to cast any rays where the model would be > missed. i was thinking of using the stencil buffer and the first thing i > need is to draw say white pixels where the model is and say black pixels > where the model is not. then display this buffer as the frame buffer, you > know what i mean. is this possible? i remember doing something similar with > GLUT long, long time ago. //if i was able to do this kind of evaluation on > the per-pixel basis, i think, i could add some more advanced features like > the color of the first hit object (instead of white) and then maybe > continue with some real ray tracing, as i mention in the following lines.// > > later on, according to where the model would be hit (the white pixels), i > would cast rays using line intersectors. haven't thought about details here > yet. > > it would be kind of any of you if you could give me some pointers, > especially for the first part with the buffers that i am currently dealing > with - is it even possible? is my concept good? - for my knowledge in this > area has gotten very poor :( and i am also new to the osg. > > thank you very much in advance. > > Andrey > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=44140#44140 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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