Hi Benoit,
I would recommend just creating a small example that just has a single
RTT camera set up with a float point texture and then see how you get
on. Once you are happy with this move up to more complicated
combinations.
Robert.
On 9/7/07, Benoit bossavit <[EMAIL PROTECTED]> wrote:
> Hi all,
>
> I have a class overloading an osg::Group. I overload the "traverse" method
> to apply 3 shaders passes to draw the scene
>
> create shader1_stateset
> create shader2_stateset
> create shader3_stateset
>
> void traverse(osg::NodeVisitor& nv)
> {
>
> if(nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR))
> {
>osgUtil::CullVisitor *cv =
> dynamic_cast(&nv);
>cv->pushStateSet(shader1_stateset);
>osg::Group::traverse(nv);
>cv->popStateSet();
>
>osgUtil::CullVisitor *cv =
> dynamic_cast(&nv);
> cv->pushStateSet(shader2_stateset);
> osg::Group::traverse(nv);
> cv->popStateSet();
>
>osgUtil::CullVisitor *cv =
> dynamic_cast(&nv);
> cv->pushStateSet(shader3_stateset);
> osg::Group::traverse(nv);
> cv->popStateSet();
> }
> }
>
> This algorithm works, but now I want to do Render To Texture in floatting
> point. I tried retrieve the camera and set the targetImplementation with a
> FBO and attach a floatting texture, but the texture keep empty at the end.
> How can I do?
> Someone have an idea?
>
> void traverse(osg::NodeVisitor& nv)
> {
>
> if(nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR))
> {
>
> if(nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR))
> {
> if
> (cv->getRenderStage()->getCamera()->getRenderTargetImplementation()
> != osg::Camera::FRAME_BUFFER_OBJECT)
> {
>
> cv->getRenderStage()->getCamera()->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
>
> cv->getRenderStage()->getCamera()->attach(osg::Camera::COLOR_BUFFER,m_hdrTexture);
> }
> ...
>
> }
> }
> }
>
>
> Thanks
>
> bnua
>
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