[osg-users] Depth and Color buffer attachemnts do not play along together

Glenn Waldron gwaldron at gmail.com
Tue Mar 30 12:07:54 PST 2021


Nick,
Pretty sure you can only attach one texture to a FRAME_BUFFER render 
target. And in that case, it is just copying the framebuffer to your 
texture after rendering it. Consider using a FRAME_BUFFER_OBJECT instead.

On Monday, March 29, 2021 at 10:45:27 PM UTC-4 trajce.ni... at gmail.com wrote:

> Nonone on this? Robert?
>
> Thank you
> Nick
>
> On Sun, Mar 28, 2021 at 5:24 PM Trajce Nikolov NICK <
> trajce.ni... at gmail.com> wrote:
>
>> Attached is the minimal code that reproduce the problem
>>
>> Thanks a bunch as always!
>>
>> Nick
>>
>> On Sun, Mar 28, 2021 at 2:49 PM Trajce Nikolov NICK <
>> trajce.ni... at gmail.com> wrote:
>>
>>> Hi Community,
>>>
>>> I am attaching to the main camera DepthBuffer and ColorBuffer as 
>>> Texture2D - attached is the setup. I also have shader to check the depth 
>>> buffer - so it is ok as on the image. And I am displaying it on a quad. The 
>>> depth buffer is still getting me zeros when the colorbuffer is attached, 
>>> otherwise when it is not, then it works as it should.
>>>
>>> Any hints?
>>>
>>> mOsgExternalDepth = new osg::Texture2D;
>>> mOsgExternalDepth->setSourceFormat(GL_DEPTH_COMPONENT);
>>> mOsgExternalDepth->setSourceType(GL_FLOAT);
>>> mOsgExternalDepth->setInternalFormat(GL_DEPTH_COMPONENT32F);
>>> mOsgExternalDepth->setTextureWidth(screenWidth);
>>> mOsgExternalDepth->setTextureHeight(screenHeight);
>>> mOsgExternalDepth->setResizeNonPowerOfTwoHint(false);\
>>>
>>> mOsgExternalColor = new osg::Texture2D; 
>>> mOsgExternalColor->setInternalFormat(GL_RGBA16F_ARB);
>>> mOsgExternalColor->setSourceFormat(GL_RGBA);
>>> mOsgExternalColor->setSourceType(GL_FLOAT);
>>> mOsgExternalColor->setTextureWidth(screenWidth);
>>> mOsgExternalColor->setTextureHeight(screenHeight);
>>> mOsgExternalColor->setResizeNonPowerOfTwoHint(false);
>>>
>>> mainCamera->attach(osg::Camera::COLOR_BUFFER, 
>>> (osg::Texture*)mOsgExternalColor);
>>> mainCamera->attach(osg::Camera::DEPTH_BUFFER, 
>>> (osg::Texture*)mOsgExternalDepth);
>>>
>>> osg::ref_ptr<osg::Camera> camera = new osg::Camera;
>>> camera->setProjectionMatrix(osg::Matrixd::ortho2D(0, screenWidth, 0, 
>>> screenHeight));
>>> camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
>>> camera->setViewMatrix(osg::Matrixd::identity());
>>> camera->setClearMask(0);
>>> camera->setRenderOrder(osg::Camera::POST_RENDER);
>>> camera->setAllowEventFocus(false);
>>>
>>>
>>> context.getImageGenerator()->getViewer()->getView(0)->getSceneData()->asGroup()->addChild(camera); 
>>>
>>> osg::ref_ptr<osg::Geometry> quad = 
>>> osg::createTexturedQuadGeometry(osg::Vec3(0, 0, 0), 
>>> osg::Vec3(screenWidth/2, 0, 0), osg::Vec3(0, screenHeight/2, 0));
>>> quad->getOrCreateStateSet()->setMode(GL_LIGHTING, 
>>> osg::StateAttribute::OFF);
>>> quad->getOrCreateStateSet()->setTextureAttributeAndModes(0, 
>>> mOsgExternalDepth);
>>>
>>> const std::string vertShader = ""\
>>> "void main() "\
>>> "{ "\
>>> " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; "\
>>> " gl_TexCoord[0] = gl_TextureMatrix[0] *gl_MultiTexCoord0;"\
>>> "}";
>>>
>>> const std::string fragShader = ""\
>>> "uniform sampler2D texture0; "\
>>> "void main() "\
>>> "{ "\
>>> " float d = texture2D( texture0, gl_TexCoord[0].xy ).x; "\
>>> " gl_FragColor = vec4(d, d, d, 1); "\
>>> "}";
>>>
>>> osg::ref_ptr<osg::Shader> vert = new osg::Shader(osg::Shader::VERTEX, 
>>> vertShader);
>>> osg::ref_ptr<osg::Shader> frag = new osg::Shader(osg::Shader::FRAGMENT, 
>>> fragShader);
>>>
>>> osg::ref_ptr<osg::Program> program = new osg::Program;
>>> program->addShader(vert);
>>> program->addShader(frag);
>>>
>>> quad->getOrCreateStateSet()->setAttributeAndModes(program);
>>> quad->getOrCreateStateSet()->addUniform(new 
>>> osg::Uniform(osg::Uniform::SAMPLER_2D, "texture0", 0));
>>> osg::ref_ptr<osg::Geometry> quadColor = 
>>> osg::createTexturedQuadGeometry(osg::Vec3(screenWidth / 2, 0, 0), 
>>> osg::Vec3(screenWidth/2 , 0, 0), osg::Vec3(0, screenHeight/2, 0));
>>> quadColor->getOrCreateStateSet()->setMode(GL_LIGHTING, 
>>> osg::StateAttribute::OFF);
>>> quadColor->getOrCreateStateSet()->setTextureAttributeAndModes(0, 
>>> mOsgExternalColor);
>>>
>>> camera->addChild(quadColor);
>>> camera->addChild(quad);
>>>
>>> -- 
>>> trajce nikolov nick
>>>
>>
>>
>> -- 
>> trajce nikolov nick
>>
>
>
> -- 
> trajce nikolov nick
>

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