[osg-users] Normal Mapping using Dynamic Cubemap

Sebastian Messerschmidt sebastian.messerschmidt at gmx.de
Tue Dec 19 10:44:09 PST 2017

Hi Rômulo,

Repeating the question won't magically solve it.

If you're after rendering normals and depth into textures (it doesn't 
matter if you are rendering to cubemap-faces IMHO) then see the multiple 
rendering target (MRT) example. Basically you need to attach a depth and 
normal target to your FBO and in a custom shader write the information 
to it (basically that's the first step in deferred rendering). There are 
some deferred-rendering/shading examples based on OSG around in the web. 
If you're unable to find them, I can help you to retrieve them.

In the resolving pass, you need to bind the textures you've rendered to, 
to get the normals/depths.

Beware that there will be issues concerning filtering (since depth and 
normals cannot be lineary interpolated in every case)



Am 19.12.2017 um 03:10 schrieb Rômulo Cerqueira:
> Hi,
> is it possible to generate dynamic cubemaps (with normal mapping textures)?
> ...
> Thank you!
> Cheers,
> Rômulo
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72606#72606
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