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Ideas about a resource system, and deferred rendering framework
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Date: Sat, 17 Nov 2012 13:03:02 +0700
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From: michael kapelko <korn...@gmail.com>
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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What's the progress on this? And is there any open repository?
2012/9/17 Jeremy Moles <cubic...@gmail.com>
> On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote:
> > Hi Jeremy,
> >
> > Thanks for the tests and feedback. I'm focusing on creating a material
> > system which may be a little similar to the Ogre one but will be very
> > easy to integrate with OSG scenes. I'd like to also have a benchmark
> > including a complete deferred shading pipeline in the near future to
> > show others how OSG produces realistic worlds. :-)
> >
> > Your requirement could be easiliy implemented with one forward pass
> > rendering the scene to a texture, and two deferred passes doing the
> > blur work with the texture as input. A final compositing pass will
> > make use of the outputs of the blur passes and output to a new
> > texture. You can get and use the new texture then in the scene for
> > your own purpose instead of direct displaying them on screen. I'd like
> > to upload a DOF effect file and an updated example some days later to
> > demonstrate how these work.
>
> Hi Wang,
>
> Did you ever get a chance to work up an example showing something like
> this? I've been trying to get it to work using a modified blur-x/blur-y
> approach from osgPPU, but have had no success.
>
> > Thanks,
> >
> > Wang Rui
> >
> > 2012/9/11 Jeremy Moles <cubic...@gmail.com>:
> > > On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote:
> > > This looks really cool so far. I'd be really interested to know if it
> > > supports the following (and would be willing to create examples if
> > > you're willing to help)...
> > >
> > > Scenario: I want to render an entire subgraph to an FBO texture once,
> > > then apply 2 or more completely different shaders in some order, then
> > > put the final result into a last texture to be used somewhere in the
> > > scene. I'm doing a guassian blur, which typically applies two different
> > > shaders for x and y.
> > >
> > > I have this working in osgPPU, but I think you already have enough to
> do
> > > it here, I just couldn't put the pieces together. :)
> > >
> > _______________________________________________
> > osg-users mailing list
> > osg-us...@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
> _______________________________________________
> osg-users mailing list
> osg-us...@lists.openscenegraph.org
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<div>What's the progress on this? And is there any open repository?</di=
v><div class=3D"gmail_extra"><br><br><div class=3D"gmail_quote">2012/9/17 J=
eremy Moles <span dir=3D"ltr"><<a href=3D"mailto:cubic...@gmail.com" tar=
get=3D"_blank">cubic...@gmail.com</a>></span><br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex"><div class=3D"im">On Tue, 2012-09-11 at 10:5=
4 +0800, Wang Rui wrote:<br>
</div><div class=3D"im">> Hi Jeremy,<br>
><br>
> Thanks for the tests and feedback. I'm focusing on creating a mate=
rial<br>
> system which may be a little similar to the Ogre one but will be very<=
br>
> easy to integrate with OSG scenes. I'd like to also have a benchma=
rk<br>
> including a complete deferred shading pipeline in the near future to<b=
r>
> show others how OSG produces realistic worlds. :-)<br>
><br>
> Your requirement could be easiliy implemented with one forward pass<br=
>
> rendering the scene to a texture, and two deferred passes doing the<br=
>
> blur work with the texture as input. A final compositing pass will<br>
> make use of the outputs of the blur passes and output to a new<br>
> texture. You can get and use the new texture then in the scene for<br>
> your own purpose instead of direct displaying them on screen. I'd =
like<br>
> to upload a DOF effect file and an updated example some days later to<=
br>
> demonstrate how these work.<br>
<br>
</div>Hi Wang,<br>
<br>
Did you ever get a chance to work up an example showing something like<br>
this? I've been trying to get it to work using a modified blur-x/blur-y=
<br>
approach from osgPPU, but have had no success.<br>
<div class=3D"HOEnZb"><div class=3D"h5"><br>
> Thanks,<br>
><br>
> Wang Rui<br>
><br>
> 2012/9/11 Jeremy Moles <<a href=3D"mailto:cubic...@gmail.com">cubic=
o...@gmail.com</a>>:<br>
> > On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote:<br>
> > This looks really cool so far. I'd be really interested to kn=
ow if it<br>
> > supports the following (and would be willing to create examples i=
f<br>
> > you're willing to help)...<br>
> ><br>
> > Scenario: I want to render an entire subgraph to an FBO texture o=
nce,<br>
> > then apply 2 or more completely different shaders in some order, =
then<br>
> > put the final result into a last texture to be used somewhere in =
the<br>
> > scene. I'm doing a guassian blur, which typically applies two=
different<br>
> > shaders for x and y.<br>
> ><br>
> > I have this working in osgPPU, but I think you already have enoug=
h to do<br>
> > it here, I just couldn't put the pieces together. :)<br>
> ><br>
> _______________________________________________<br>
> osg-users mailing list<br>
> <a href=3D"mailto:osg-us...@lists.openscenegraph.org">osg-users@lists.=
openscenegraph.org</a><br>
> <a href=3D"http://lists.openscenegraph.org/listinfo.cgi/osg-users-open=
scenegraph.org" target=3D"_blank">http://lists.openscenegraph.org/listinfo.=
cgi/osg-users-openscenegraph.org</a><br>
<br>
<br>
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</div></div></blockquote></div><br></div>
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