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Message from discussion Ideas about a resource system, and deferred rendering framework

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From: Wang Rui <wangra...@gmail.com>
Date: Fri, 22 Jun 2012 21:55:50 +0800
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To: OpenSceneGraph Users <osg-us...@lists.openscenegraph.org>
Subject: Re: [osg-users] Ideas about a resource system,
	and deferred rendering framework
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Hi Fred and Sergey,

Thanks for the great information. I viewed the Rembrandt wiki page and love
the design of the effect files. I will consider merge some of the concepts
of Rembrandt if possible, along with current osgPPU and osgPostEffects
projects, to try designing an extensible system for all. I would like to
submit some of my initial code here for all of you to review and see if it
could fit everyone's taste. I hope I could have done that in the following
week.

Thanks,

Wang Rui


2012/6/22 Frederic Bouvier <fredlis...@free.fr>

> I was going to raise that point. Flightgear has for some years now a
> system where designers can express their statesets in XML files called
> effects. A statesets is called a "Pass" in FG (or a FG Pass is implemented
> with a stateset). You can add multiple passes in a Technique, allowing you
> to redraw the same geometry with multiple statesets (including render bins
> details). An effect file gathers multiple techniques that have a predicate,
> based on supported extensions and internal FG switches, which is evaluated
> at run time. The multiple techniques allow us to render the water or the
> urban areas differently based on user preferences and GPU capabilities.
>
> Beside that effect system, we introduced a deferred renderer called
> 'Rembrandt' (currently still experimental but it will be present in the
> next release in August) where the different stages of the renderer are also
> described in XML. In that XML we can add rendering buffers (textures for
> RTT), specify rendering orders and assign effects to stages. The default
> pipeline has boom and ambient occlusion that can be switched on and off at
> run time.
>
> If you have any question, you can consult the wiki page or ask
>
> Regards,
> -Fred
>
>
> ----- Mail original -----
> De: Sergey Kurdakov
>
>
> Hi Wang,
>
>
> might be not quite a significant point,
> but osg based Flightgear has a ongoing Project Rembrandt
>
> http://wiki.flightgear.org/Project_Rembrandt
>
> it has some similar things done,
> so could serve for inspiration.
>
> Regards
> Sergey
>
> _______________________________________________
> osg-users mailing list
> osg-us...@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> _______________________________________________
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> osg-us...@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>

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Hi Fred and Sergey,<div><br></div><div>Thanks for the great information. I =
viewed the=A0Rembrandt=A0wiki page and love the design of the effect files.=
 I will consider merge some of the concepts of=A0Rembrandt if possible, alo=
ng with current osgPPU and osgPostEffects projects, to try designing an ext=
ensible system for all. I would like to submit some of my initial code here=
 for all of you to review and see if it could fit everyone&#39;s taste. I h=
ope I could have done that in the following week.</div>

<div><br></div><div>Thanks,</div><div><br></div><div>Wang Rui</div><div><br=
><br><div class=3D"gmail_quote">2012/6/22 Frederic Bouvier <span dir=3D"ltr=
">&lt;<a href=3D"mailto:fredlis...@free.fr" target=3D"_blank">fredlist01@fr=
ee.fr</a>&gt;</span><br>

<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex">I was going to raise that point. Flightgear =
has for some years now a system where designers can express their statesets=
 in XML files called effects. A statesets is called a &quot;Pass&quot; in F=
G (or a FG Pass is implemented with a stateset). You can add multiple passe=
s in a Technique, allowing you to redraw the same geometry with multiple st=
atesets (including render bins details). An effect file gathers multiple te=
chniques that have a predicate, based on supported extensions and internal =
FG switches, which is evaluated at run time. The multiple techniques allow =
us to render the water or the urban areas differently based on user prefere=
nces and GPU capabilities.<br>


<br>
Beside that effect system, we introduced a deferred renderer called &#39;Re=
mbrandt&#39; (currently still experimental but it will be present in the ne=
xt release in August) where the different stages of the renderer are also d=
escribed in XML. In that XML we can add rendering buffers (textures for RTT=
), specify rendering orders and assign effects to stages. The default pipel=
ine has boom and ambient occlusion that can be switched on and off at run t=
ime.<br>


<br>
If you have any question, you can consult the wiki page or ask<br>
<br>
Regards,<br>
-Fred<br>
<br>
<br>
----- Mail original -----<br>
De: Sergey Kurdakov<br>
<div class=3D"HOEnZb"><div class=3D"h5"><br>
<br>
Hi Wang,<br>
<br>
<br>
might be not quite a significant point,<br>
but osg based Flightgear has a ongoing Project Rembrandt<br>
<br>
<a href=3D"http://wiki.flightgear.org/Project_Rembrandt" target=3D"_blank">=
http://wiki.flightgear.org/Project_Rembrandt</a><br>
<br>
it has some similar things done,<br>
so could serve for inspiration.<br>
<br>
Regards<br>
Sergey<br>
<br>
</div></div><div class=3D"HOEnZb"><div class=3D"h5">_______________________=
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