Re: [osg-users] depth and stencil buffers in multi-pass rtt
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 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 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] depth and stencil buffers in multi-pass rtt
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ 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
[osg-users] depth and stencil buffers in multi-pass rtt
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org