Re: [osg-users] depth and stencil buffers in multi-pass rtt

2011-01-11 Thread J.P. Delport

Hi,

On 10/01/11 18:09, Brian R Hill wrote:

jp,

thanks for responding. i haven't tried this before so my initial
concern was that this was the correct approach. i'm assuming from
your response that it should work but that i'm missing some detail.
i'll start digging deeper to see if i can figure out what i'm doing
wrong.

I think it should work :)



clear masks rtt camera 1 is color, depth, stencil rtt camera 2 is
color only

projections both cameras have the same projection

depth range not doing anything with depth range

A problem can occur where OSG auto computes the depth range (near/far)
for your 2 cameras and it differs. Then it obviously does not make sense
to reuse the depth buffer, because the depth range would not match.

See this thread:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/63891
It's not RTT but also uses multiple cameras.

jp



i'll look through the renderstage code.

brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org From:
J.P. Delportjpdelp...@csir.co.za Sent by:
osg-users-boun...@lists.openscenegraph.org Date: 01/10/2011 02:05AM
Subject: Re: [osg-users] depth and stencil buffers in multi-pass rtt

Hi,

what is your clearmask set to for the 2nd camera? Are the
projections the same for the 2 cameras? How about depth range?

Only other thing I can recommend is have a look at
osgUtil/RenderStage.cpp and check for search for depthAttached.
You'll find the code and osg bitmasks you can set for controlling
depth/stencil for FBO.

jp



On 10/01/11 01:02, Brian ... wrote:

folks,

i'm trying to create 2 render to texture cameras that share the
same depth and stencil buffer.

i want to render color, depth, and stencil values with the first
rtt camera and then use the resulting depth and stencil with the
second rtt camera.

this is what i'm doing:

create color texture1 create depth texture create stencil texture

create rtt camera 1 attach color texture 1 attach depth texture
attach stencil texture

create color texture2

create rtt camera 2 attach color texture 2 attach depth texture
attach stencil texture

here's the scene graph

root rtt camera 1 scene group 1 rtt camera 2 scene group 2

the color, depth, and stencil textures look ok coming out of camera
1, but the depth and stencil textures after camera 2 are blank (all
zero).

is this the right way to do this?

thanks,

brian



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Re: [osg-users] depth and stencil buffers in multi-pass rtt

2011-01-10 Thread Brian R Hill
jp,

thanks for responding. i haven't tried this before so my initial concern was 
that this was the correct approach. i'm assuming from your response that it 
should work but that i'm missing some detail. i'll start digging deeper to see 
if i can figure out what i'm doing wrong.

clear masks
rtt camera 1 is color, depth, stencil
rtt camera 2 is color only

projections
both cameras have the same projection

depth range
not doing anything with depth range

i'll look through the renderstage code.

brian

This is a PRIVATE message. If you are not the intended recipient, please delete 
without copying and kindly advise us by e-mail of the mistake in delivery. 
NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any 
order or other contract unless pursuant to explicit written agreement or 
government initiative expressly permitting the use of e-mail for such purpose.
-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: J.P. Delport jpdelp...@csir.co.za
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 01/10/2011 02:05AM
Subject: Re: [osg-users] depth and stencil buffers in multi-pass rtt

Hi,

what is your clearmask set to for the 2nd camera? Are the projections 
the same for the 2 cameras? How about depth range?

Only other thing I can recommend is have a look at 
osgUtil/RenderStage.cpp and check for search for depthAttached. You'll 
find the code and osg bitmasks you can set for controlling depth/stencil 
for FBO.

jp



On 10/01/11 01:02, Brian ... wrote:
 folks,

 i'm trying to create 2 render to texture cameras that share the same
 depth and stencil buffer.

 i want to render color, depth, and stencil values with the first rtt
 camera and then use the resulting depth and stencil with the second rtt
 camera.

 this is what i'm doing:

 create color texture1
 create depth texture
 create stencil texture

 create rtt camera 1
 attach color texture 1
 attach depth texture
 attach stencil texture

 create color texture2

 create rtt camera 2
 attach color texture 2
 attach depth texture
 attach stencil texture

 here's the scene graph

 root
 rtt camera 1
 scene group 1
 rtt camera 2
 scene group 2

 the color, depth, and stencil textures look ok coming out of camera 1,
 but the depth and stencil textures after camera 2 are blank (all zero).

 is this the right way to do this?

 thanks,

 brian



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 osg-users@lists.openscenegraph.org
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[osg-users] depth and stencil buffers in multi-pass rtt

2011-01-09 Thread Brian ...

folks,

i'm trying to create 2 render to texture cameras that share the same depth and 
stencil buffer.

i want to render color, depth, and stencil values with the first rtt camera and 
then use the resulting depth and stencil with the second rtt camera.

this is what i'm doing:

create color texture1
create depth texture
create stencil texture

create rtt camera 1
attach color texture 1
attach depth texture
attach stencil texture

create color texture2


create rtt camera 2

attach color texture 2

attach depth texture

attach stencil texture


here's the scene graph

root
rtt camera 1
scene group 1
rtt camera 2
scene group 2

the color, depth, and stencil textures look ok coming out of camera 1, but the 
depth and stencil textures after camera 2 are blank (all zero).

is this the right way to do this?

thanks,

brian
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Re: [osg-users] depth and stencil buffers in multi-pass rtt

2011-01-09 Thread J.P. Delport

Hi,

what is your clearmask set to for the 2nd camera? Are the projections 
the same for the 2 cameras? How about depth range?


Only other thing I can recommend is have a look at 
osgUtil/RenderStage.cpp and check for search for depthAttached. You'll 
find the code and osg bitmasks you can set for controlling depth/stencil 
for FBO.


jp



On 10/01/11 01:02, Brian ... wrote:

folks,

i'm trying to create 2 render to texture cameras that share the same
depth and stencil buffer.

i want to render color, depth, and stencil values with the first rtt
camera and then use the resulting depth and stencil with the second rtt
camera.

this is what i'm doing:

create color texture1
create depth texture
create stencil texture

create rtt camera 1
attach color texture 1
attach depth texture
attach stencil texture

create color texture2

create rtt camera 2
attach color texture 2
attach depth texture
attach stencil texture

here's the scene graph

root
rtt camera 1
scene group 1
rtt camera 2
scene group 2

the color, depth, and stencil textures look ok coming out of camera 1,
but the depth and stencil textures after camera 2 are blank (all zero).

is this the right way to do this?

thanks,

brian



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