I (sort of) solved the problem. I re-implemented the camera system according
the Cookbook chapter 6 (which I only used partially the previous time) and
frame buffer objects and multiple render targets worked. It was a combination
of wrong camera settings and scene hierarchy.
Although I did run
I gave you the code
...can't do more
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61855#61855
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Hi,
I have a problem when using multiple color buffer render targets. If I use one
color buffer everything works fine, but when I use two; the render result
always ends up in the last buffer and the first one remains blank.
I have used the osgmultiplerendertargets example as a guide.
My main
seams there's a problem in camera setup,but you didn't give it...
There's plenty of entries in osg forum concerning RTT camera setup..
hope the further code help
Code:
setClearMask(GL_COLOR_BUFFER_BIT);
// setClearMask( GL_COLOR_BUFFER_BIT);
[quote=mp3butcher]seams there's a problem in camera setup,but you didn't give
it...
There's plenty of entries in osg forum concerning RTT camera setup..
hope the further code help
[code] setClearMask(GL_COLOR_BUFFER_BIT);
setClearColor(osg::Vec4(0.0f, 0, 0, 0.0f));
] Multiple Render Targets Multisampling
Hi,
Has anyone tried to do any advanced* multisampled post effect using osg?
If yes, I would like to know the best osg path to achieve this.
*deferred rendered for example
I have tried to attach a texture to a camera along
@lists.openscenegraph.org
Sent: Thu, April 7, 2011 11:39:20 AM
Subject: [osg-users] Multiple Render Targets Multisampling
Hi,
Has anyone tried to do any advanced* multisampled post effect using osg?
If yes, I would like to know the best osg path to achieve this.
*deferred rendered for example
I have
, 2011 11:39:20 AM
Subject: [osg-users] Multiple Render Targets Multisampling
Hi,
Has anyone tried to do any advanced* multisampled post effect using osg?
If yes, I would like to know the best osg path to achieve this.
*deferred rendered for example
I have tried to attach a texture to a camera
Hi,
Has anyone tried to do any advanced* multisampled post effect using osg?
If yes, I would like to know the best osg path to achieve this.
*deferred rendered for example
I have tried to attach a texture to a camera along with the multipleSamples and
multisampleColorSamples values.
This
Hi Bob,
The answer is almost always answered by answering the simple question
- no you logically have two separate views or do the two cameras that
are taken the pictures share the same view. In your case it does
sound like you have a single view, but two ways of rendering it - so
you don't have
Hi,
thanks for the great advice. if i'm going to have 2 render targets, one a
memory image (ultimately custom shader) and one the GUI view window, should i
still use Viewer, or CompositeViewer? It would be nice to be able to turn off
the visible one for more performance. They will have
Mike Wozniewski wrote:
It's probably osgViewer::CompositeViewer that you want, not
osgViewer::Viewer. There's an example in the source. That way you create
two different osgViewer::Views, and each can have it's own manipulator.
I'm not sure why you'd need a CompositeViewer if both cameras
Hi, thanks to the gurus for all the excellent guidance you provide to us
lesser mortals..
I can likely mush my way through this but I wanted to ask the opinions of
the osg gurus on my design approach before getting mired down in a less
desirable approach.
We have a geometry graph that we
Bob Youmans wrote:
My questions are currently:
1.What’s the best way to connect the two cameras so they’re
the same position orientation, only rendering to different targets
(e.g., update the matrix of one with the other using an update
traversal, put both under a transform node in
Hi,
about the view and slave cameras, i got it, thanks. one is the lo-res view for
the GUI and the other is the hi-res (prerender) view for the memory bitmap.
does it matter for the master/slave status for prerender vs the displayed
camera. Also, how does one turn these on/off? is that easy
Hi,
regarding matrixmanipulators, almost all the example have TrackBallManipulator
as the view's manipulator, separater from the cameras. So, if i have an update
callback on a camera to set its (and its slave) position and orientation, how
does that interact with a trackballmanipulator. can
Bob Youmans wrote:
Hi,
about the view and slave cameras, i got it, thanks. one is the lo-res view for the GUI and the other is the hi-res (prerender) view for the memory bitmap. does it matter for the master/slave status for prerender vs the displayed camera.
I don't believe it will
Bob Youmans wrote:
Hi,
regarding matrixmanipulators, almost all the example have TrackBallManipulator
as the view's manipulator, separater from the cameras. So, if i have an update
callback on a camera to set its (and its slave) position and orientation, how
does that interact with a
It's probably osgViewer::CompositeViewer that you want, not
osgViewer::Viewer. There's an example in the source. That way you create
two different osgViewer::Views, and each can have it's own manipulator.
The control is up to you, but if you want automated rotations and
panning, I usually use
Hi,
As far as I know MRT is not supported in some ealier version of OSG, there is
no call to glDrawBuffers (as opposed to glDrawBuffer) which is needed for MRT.
I don't know current vesion of OSG supprot it or not, if not ,is there any
solutions available in the osg community today?
I would
To: osg-users
Subject: [osg-users] Multiple render targets
Hi,
As far as I know MRT is not supported in some ealier version of OSG,
there is no call to glDrawBuffers (as opposed to glDrawBuffer) which is
needed for MRT. I don't know current vesion of OSG supprot it or not,
if not ,is there any
Kifak-Hey) :)
Thanks,
Guy.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Tuesday, April 01, 2008 2:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi Art,
Art Tevs
:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Tuesday, April 01, 2008 3:40 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi Art J.P,
I'm curious about the going for a custom StateAttribute for
DrawBuffers. In terms of encapsulation
.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Tuesday, April 01, 2008 2:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi Art,
Art Tevs wrote
Hi,
Since the change I suggest is very small from what JP has implemented I
don't submit files here just the differences:
I removed getDrawBuffers and setDrawBuffers from the Camera.cpp / h
In RenderStage the changes are as follows:
RanderStage //.h
Added vector of GLEnum named _drawBuffers.
]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Tuesday, April 01, 2008 2:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi Art,
Art Tevs wrote:
Hi J.P.
I am also using MRT, however completely without
Hi Guy and J.P,
Still struggling to keep up, partly cause I'm a bit cold on the
subject, and partly because I've gone done with a rather pesky cold...
On Wed, Apr 2, 2008 at 10:47 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Selecting glDrawBuffer/s according to the attachment map does make
Hi,
Guy wrote:
Hello,
In continue to what I said before, I don't believe it's possible to
change the subgraphs MRT definitions, since all the subgraph under the
camera renders to the camera attachments. So if the camera is using MRT,
then all the subgraph is rendered MRT.
The differences
Hi,
Robert Osfield wrote:
Hi Guy and J.P,
Still struggling to keep up, partly cause I'm a bit cold on the
subject, and partly because I've gone done with a rather pesky cold...
On Wed, Apr 2, 2008 at 10:47 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Selecting glDrawBuffer/s according to
Hi J.P,
I'm sure you will see that there is no magic to my current
implementation. The difficult part is to figure out when to enable it.
Can we not just do it when COLOR_BUFFER1 upwards are enabled?
Problem is that enabling MRT with just COLOR_BUFFER0 and then using
Hi,
Robert Osfield wrote:
Hi J.P,
I'm sure you will see that there is no magic to my current
implementation. The difficult part is to figure out when to enable it.
Can we not just do it when COLOR_BUFFER1 upwards are enabled?
Problem is that enabling MRT with just
Hi J.P,
On Wed, Apr 2, 2008 at 1:10 PM, J.P. Delport [EMAIL PROTECTED] wrote:
Rather than ban this type of usage perhaps we could come up with
another scheme. Would making COLOR_BUFFER0 be separate from
COLOR_BUFFER be a way around this, i.e. if the use wants MRT then they
Hi J.P,
On Wed, Apr 2, 2008 at 1:30 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
I will tweak the osg::Camera API to differentiate between COLOR_BUFFER
and COLOR_BUFFER0 but not merge your changes to Camera and RenderStage
right now. I will also tweak your example to work with the new Camera
Hi,
Guy wrote:
Hi,
Since the change I suggest is very small from what JP has implemented I
don't submit files here just the differences:
I removed getDrawBuffers and setDrawBuffers from the Camera.cpp / h
In RenderStage the changes are as follows:
RanderStage //.h
Added vector of
.
Delport
Sent: Wednesday, April 02, 2008 2:11 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi,
Robert Osfield wrote:
Hi J.P,
I'm sure you will see that there is no magic to my current
implementation. The difficult part
]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Wednesday, April 02, 2008 2:11 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi,
Robert Osfield wrote:
Hi J.P,
I'm sure you will see that there is no magic to my
Hi J.P, Guy and Art et. al,
On Wed, Apr 2, 2008 at 3:53 PM, J.P. Delport [EMAIL PROTECTED] wrote:
When the visitor is implemented, if a node is using MRT it's probably
because the user attached a shader that uses gl_Data[], and then it will
set on the flag whether it has one or many COLOR
shaders.
Guy.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Wednesday, April 02, 2008 4:54 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi,
Guy wrote:
Hi,
Using MRT
Hi All,
I've just merged J.P changes to RenderStage to add support for glDrawBuffers
in conjunction with my tweak to osg::Camera::COLOR_BUFFER0. J.P's
osgmultiplerendertargets example is also now checked into SVN.
Robert.
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Hi J.P,
On Tue, Apr 1, 2008 at 11:29 AM, J.P. Delport [EMAIL PROTECTED] wrote:
is anyone looking at this, or should I assume no news is good news and
just submit it as a patch?
I'm afraid I haven't yet had a chance to test, feel free to submit the changes.
Robert.
]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, April 01, 2008 12:29 PM
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi,
is anyone looking at this, or should I assume no news is good news and
just submit it as a patch?
rgds
jp
J.P
Hi,
is anyone looking at this, or should I assume no news is good news and
just submit it as a patch?
rgds
jp
J.P. Delport wrote:
Hi,
over the weekend I have consolidated previous hacks to enable MRT into
what I hope would be an acceptable patch for OSG.
I would like to have it tested
Hi J.P.
I am also using MRT, however completely without
osg::Camera.
However since I am working with FBOs directly I would
prefer to have something like an extra StateAttribute
or something which should setup the MRT. Or maybe the
setDrawBuffers as an extra method in the FBO code.
I think
Hi Art,
Art Tevs wrote:
Hi J.P.
I am also using MRT, however completely without
osg::Camera.
Yes, I've compiled osgPPU and ran the examples; cannot say that I fully
understand the code yet :)
However since I am working with FBOs directly I would
prefer to have something like an extra
Hi Art J.P,
I'm curious about the going for a custom StateAttribute for
DrawBuffers. In terms of encapsulation osg::Camera isn't a bad place
for it, as there is already lots of RTT support there already. If
there are cases when you want to enable/disable different combinations
of DrawBuffers
Hi Robert, J.P.,
Of course the camera is a good place for it. However I
would also prefer to have it somewhere else, because I
am not always using cameras to make render to texture.
Ok, maybe I am the one who is using the FBOs and RTT
functionality out of the camera ;-)
Hmm, maybe I was to fast
Hi,
over the weekend I have consolidated previous hacks to enable MRT into
what I hope would be an acceptable patch for OSG.
I would like to have it tested a bit before sending it to submissions.
Attached are the changes to OSG's Camera and RenderStage.
Camera got a new method called
Hi,
is there anything else I need to do to render to two textures with the same
fragment shader? I have the following code:
cam-setRenderTargetImplementation(Camera::FRAME_BUFFER_OBJECT);
cam-attach(Camera::COLOR_BUFFER0, _texture.get());
cam-attach(Camera::COLOR_BUFFER1,
Hi,
as far as I know its not supported in current version of OSG, there is
no call to glDrawBuffers (as opposed to glDrawBuffer) which is needed
for MRT.
I have a version of RenderStage.cpp that I modified to allow MRT for one
of our projects, but its a hack and I still need to properly
Ah! That'd explain it :) Thanks JP.
It would be handy to have a look at what you've done; perhaps we can both faff
about with it to make it submittable.
-J
J.P. Delport wrote:
Hi,
as far as I know its not supported in current version of OSG, there is
no call to glDrawBuffers (as opposed to
J.P. Delport wrote:
Hi,
OK, here goes.
Thanks JP, that worked a treat!
We need some mechanism to store/assign more than one drawbuffer inside
camera and possibly a flag to indicate we want MRT. RenderStage can
then inherit/query these values to properly call glDrawBuffer(s).
Yeah, I can
On 9/14/07, John Donovan [EMAIL PROTECTED] wrote:
Robert, do you have any plans for doing MRT stuff, or are you happy with JP
and
me to come up with something workable and submit it? The changes JP has made
are fairly trivial, so it wouldn't take much to make it more robust.
Send me a patch
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