[osg-users] Layered rendering with a geometry shader

Wojciech Lewandowski w.p.lewandowski at gmail.com
Wed May 15 01:24:30 PDT 2019


Hi Chris,

This is the idea I wanted to try myself some day but the day for this never
came. I probably would attempt the method described here
https://stackoverflow.com/questions/25058627/is-it-possible-to-render-an-object-from-multiple-views-in-a-single-pass
(see
answer with 4 likes).

Cheers,
Wojtek Lewandowski


śr., 15 maj 2019 o 01:42 Chris Djali <krizdjali at gmail.com> napisał(a):

> 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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