[osg-users] Offscreen rendering of large scenes

Philipp Wagner macphatty at gmail.com
Thu Dec 12 00:51:02 PST 2019


Sorry, the issue has been that the camera automatically adjusted the near 
and far plane when rendering the individual parts.
Problem solved.

Grettings,
Phil

Am Dienstag, 10. Dezember 2019 16:42:23 UTC+1 schrieb Philipp Wagner:
>
> Hi,
>
> I want to perform an offscreen rendering of a scene that is too large to 
> fit into the GPU memory at once (lots of big textures).
> My idea was to render parts of the scene each in its own frame, and 
> disable the clearing of the depth and color buffer.
> This does work for the color buffer, but the depth buffer seems to be 
> cleared after each frame, which leads to incorrect results (The later parts 
> are drawn over the previous ones, even though they are behind the other 
> parts).
>
> The algorithm:
> 1. Create camera/context/...
> 2. Clear the buffers (i.e. Render an empty scene with a clear mask of 
> (GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT)
> 3. Disable buffer clearing
> 4. Render each part in its own frame
>  a. Add part to the scene
>  b. Render
>  c. Remove part from the scene
> 5. Read back color buffer
>
>
> osg::ref_ptr<::osg::Camera> camera = new osg::Camera();
>
> //Here we set the camera orientation/projection matrix
>
> camera->setClearColor(...);
> camera->setGraphicsContext(context);
>
> osg::ref_ptr<osg::Image> img = new osg::Image;
> img->allocateImage(textureWidth, textureHeight, 1, GL_RGBA, 
> GL_UNSIGNED_BYTE);
> camera->attach(osg::Camera::COLOR_BUFFER0, img, numSamples);
> camera->attach(osg::Camera::DEPTH_BUFFER, GL_DEPTH_COMPONENT32);
> camera->setRenderOrder(osg::Camera::PRE_RENDER);
>
> camera->setRenderTargetImplementation(osg::Camera::RenderTargetImplementation::FRAME_BUFFER_OBJECT);
> camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
> camera->setProjectionResizePolicy(osg::Camera::FIXED);
> camera->setViewport(0, 0, img->s(), img->t());
> viewer->addSlave(camera);
>
> camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
> viewer->frame();
> camera->setClearMask(0);
> for (auto& item : parts)
> {
>    //Here we create and add the item to the scene...
>        viewer->frame();
>    //Here we remove item from the scene and delete it
> }
>
> Thanks in advance
> Phil
>

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