Hi,
I got the depth data from reflected objects. I needed to render the depth
buffer to texture. Follows my update code:
C++ code:
Code:
// OSG includes
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
// C++ includes
#inc
Hi Nick,
I still need help to get the normal/depth data from reflected objects. Could
you have a look in my current code?
C++ code:
Code:
// OSG includes
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
// C++ includes
#in
Hi Romulo,
more proper example is osgprerendercubemap - how to setup the RTT for
cubemaps. Then you can have a look again in the OpenIG project, in the
Triton plugin, line 70 - 114, that is the shader to generate HeighMap, for
your case instead of the world Z you put in the output Z from the camer
Hi Romulo,
I guess you should do a render to texture and make sure the texture format
is with texels as floating points. Then custom shaders that will render
normals and depths into these textures.
I am on travel at the moment will help you more when I get back. Meanwhile
you can do research. Sta
Hi Nick,
how can I encode the normal and depth data in the env texture?
...
Thank you!
Cheers,
Rômulo
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Hi Romulo,
if the normal and the depth are encoded in the env texture I believe the
answer is yes. Are you encoding the normal and the depth into texture? if
so, can you provide snippet?
On Sun, Dec 10, 2017 at 6:38 AM, Rômulo Cerqueira <
romulogcerque...@gmail.com> wrote:
> Hi Nick,
>
> I have
Hi Nick,
I have a deep look in your code and I have a doubt.
The cube mapping results provides the reflected color. Is it possible to get
the normal and depth instead of the reflected color?
Best regards,
...
Thank you!
Cheers,
Rômulo
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http://
Thanks a lot, Nick.
I will have a look in this source code. If I have some doubts, I will ask.
...
Thank you!
Cheers,
Rômulo
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Hi Romulo,
have a look at the OpenIG project sources, it has it implemented with GLSL
https://github.com/CCSI-CSSI/MuseOpenIG/blob/master/Plugin-ModelComposition/IGPluginModelComposition.cpp
Look here for "environmental", starting from line 395. Here you use texture
cache to set up the 6 textures
Hi Robert,
my idea is to compute the secondary reflections by using dynamic cubemap. I
need to get the normal and depth from cube map reflections. Is it possible?
...
Thank you!
Cheers,
Rômulo
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Thanks a lot, Robert!
Do you have some example with dynamic cube map with OSG and GLSL?
...
Thank you!
Cheers,
Rômulo
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Hi Rômulo,
Have a look at the osgprerendercubemap example as it illustrates how
to set up multi-pass rendering to render to the six faces of the
cubemap.
Robert
On 5 December 2017 at 01:26, Rômulo Cerqueira
wrote:
> Hi,
>
> I would like to use the dynamic cubemaps to reproduce the mirror effect
Hi,
I would like to use the dynamic cubemaps to reproduce the mirror effects in my
application, however I found few examples on the internet.
Do you have any code about dynamic cubemaps to suggest me?
...
Thank you!
Cheers,
Rômulo
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mmm
I dont think it will work. I would like to make reflection into object that are
not always plane.
Sebastien
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maybe you dont need cube map for what you want to achieve. Have you seen the
osgreflect example ? Does it works for you ?
-Nick
On Wed, Feb 10, 2010 at 1:42 PM, Sebastien Nerig wrote:
> Hi Nick,
>
> Well the changes are minors. I just wanted to change de reflector from the
> sphere to the bottom
Hi Nick,
Well the changes are minors. I just wanted to change de reflector from the
sphere to the bottom plane (or box).
here is my reflector function, I changed the sphere to a box geode, ie the
bottom plane/box.
Code:
osg::NodePathcreateReflector()
{
osg::PositionAttitudeTransform*
the code I post assumes Z-up.
-Nick
On Wed, Feb 10, 2010 at 1:24 PM, Trajce Nikolov wrote:
> send me your code .. I will have a look
> -Nick
>
>
>
> On Wed, Feb 10, 2010 at 1:22 PM, Sebastien Nerig wrote:
>
>> Hi Nick,
>> ok I did have a look at the osgPrerenderCubeMap code and at you thread
>>
send me your code .. I will have a look
-Nick
On Wed, Feb 10, 2010 at 1:22 PM, Sebastien Nerig wrote:
> Hi Nick,
> ok I did have a look at the osgPrerenderCubeMap code and at you thread
> about mixing a static 2D texture and a dynamic cube map into a shader. btw
> your version with
>
> Code:
> {
Hi Nick,
ok I did have a look at the osgPrerenderCubeMap code and at you thread about
mixing a static 2D texture and a dynamic cube map into a shader. btw your
version with
Code:
{
osg::Uniform* u = new osg::Uniform(osg::Uniform::SAMPLER_CUBE,"cubeMapUnit");
u->set(unit);
node->getOrCreate
see here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/54440
jp
Sebastien Nerig wrote:
Hi
thank you Nick I found your discussion about osgprerenderCubeMap
I did a search on "dynamic cube map" but I didn't find anything.
Thank you!
Cheers,
Sebastien
--
Rea
Hi Sebastian.
the discussion has to have attached working code sample for what you are
trying to achieve. That is what I am using in my app to do environmental
mapping.
-Nick
On Wed, Feb 10, 2010 at 11:51 AM, Sebastien Nerig wrote:
> Hi
>
> thank you Nick I found your discussion about osgpreren
Hi
thank you Nick I found your discussion about osgprerenderCubeMap
I did a search on "dynamic cube map" but I didn't find anything.
Thank you!
Cheers,
Sebastien
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Have a look in the mail archive for osgcubemapprerender/(or
osgprerendercubemap). There is a sample attached in one of the mail that do
that. Was in the recent discussion ...
-Nick
On Tue, Feb 9, 2010 at 4:13 PM, Sebastien Nerig wrote:
> Hi,
>
> I am trying to make a dynamic cube with osg.
> The
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