Hello again,
In my project I need to setup a second render pass that performs the
following:
Render the scene from the original camera's view (as in the first RTT pass).
Set the second camera to be pre-render with render-order increased.
Render some volumes and apply a shader a those positions
Hi
you might use osg::Switch
see
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osggameoflife
example
( see ProcessPass::ProcessPass(osg::TextureRectangle *in_tex,
osg::TextureRectangle *out_tex, )
and then there is osgPPU http://project
Hi,
forgot so follow up - concerning osg::Camera::FRAME_BUFFER_OBJECT
for attaching depth etc to frame buffer object you might want to
check this page
http://www.opengl.org/wiki/Framebuffer_Object_Examples
Regards
Sergey
___
osg-users mailing list
os
Hi Sebastian,
as for depth buffer - you might try ( not sure though ) two approaches
a) use depth replace shader ( replace current depth with provided depth )
b) use depth testing in shader - such that you manually compute depth
value and compare it with attached depth texture in shader see
http
I'm quite desperate on this one,
any advises how to setup the camera in the second pass, anyone?
Hello again,
In my project I need to setup a second render pass that performs the
following:
Render the scene from the original camera's view (as in the first RTT
pass).
Set the second camera t
Hello Sergey,
Thanks for the hints so far. I'll check the approaches.
Hi Sebastian,
as for depth buffer - you might try ( not sure though ) two approaches
a) use depth replace shader ( replace current depth with provided depth )
b) use depth testing in shader - such that you manually compute
6 matches
Mail list logo