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

Trajce Nikolov NICK trajce.nikolov.nick at gmail.com
Tue Mar 30 14:10:30 PST 2021


Thanks Glenn. How this will work with setting the render target
implementation to the main view camera? I am trying to avoid multiple
cameras and I am not sure this is doable

On Tue, Mar 30, 2021, 15:07 Glenn Waldron <gwaldron at gmail.com> wrote:

> 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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