[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)
Cheers
Sebastian
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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