[osg-users] why the "adaptedlum->addChild(brightpass)" code is doing what it does In the osgPPU hdr example
Mirro Xu
mirro187 at gmail.com
Thu Oct 24 05:45:43 PDT 2019
Hi,
// The adapted luminance ppu do compute it. However if you
// can follow me for now, you maybe encounter, that this ppu do
// have to write into the same texture as it also read from.
// To prevent this, we just generate an inout ppu which do
// nothing than render the copy of input to the output.
// We will use the output of this ppu as input for the
// adapted luminance ppu. In this way we do not write to the
// same texture as we have readed from.
osgPPU::UnitInOut* adaptedlumCopy = new osgPPU::UnitInOut();
adaptedlumCopy->setName("AdaptedLuminanceCopy");
adaptedlumCopy->addChild(adaptedlum);
// now connect the output of the adaptedlum with the rest where it is needed
adaptedlum->addChild(adaptedlumCopy);
adaptedlum->addChild(brightpass);
brightpass->setInputToUniform(adaptedlum, "texAdaptedLuminance");
adaptedlum->addChild(hdr);
hdr->setInputToUniform(adaptedlum, "texAdaptedLuminance");
Thank you!
Cheers,
Mirro
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http://forum.openscenegraph.org/viewtopic.php?p=76854#76854
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