[osg-users] Layered rendering with a geometry shader

Voerman, L. l.voerman at rug.nl
Wed May 15 01:09:04 PDT 2019

Hi Chris,
I did something similar a using multiple viewports, and created the
osgshadermultiviewport example to preserve some of the work I did.
It might be dependent on nvidia hardware (the extention strings suggest
I do remember some discussion about layered framebuffer attachments, but
don't remember if it's been resolved.
I suppose it would be useful to try to port the example from multiviewport
to multilayer - this might also change the range of hardware that can be
used -
and can be used to see if the multilayer (depth) buffer works .

On Wed, May 15, 2019 at 1:25 AM Chris Djali <krizdjali at gmail.com> wrote:

> Hi,
> I'm investigating using a geometry shader to render multiple shadow map
> cascades in one pass in OpenMW. While I've heard conflicting (but mostly
> negative) accounts of how much additional performance this can bring, I
> reckon it's likely to help, as OpenMW uses a ridiculous quantity of tiny
> drawables, causing a ridiculous number of draw calls when RTT passes are
> used, and there's no easy batching implementation as user/game scripts can
> add, remove, replace and relocate object with no notice. There are
> solutions in the works for this, but layered rendering may be low-hanging
> fruit that can be done in the meantime.
> Anyway, onto the problem at hand...
> In order to do this, I need to bind a layered depth texture as a render
> target. When I looked into doing this in OSG, the two threads I found
> claimed it wasn't possible yet, but as they were from a long time ago, it's
> possible support has been implemented since them. Can this be done yet? I'd
> rather not have to spend a long time investigating only to determine that
> it's still impossible.
> Thank you!
> Cheers,
> Chris
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76104#76104
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