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Thread: Depth/Normal data from Reflected Objects using Cubemaps

  1. #11
    Senior Member OpenGL Guru Dark Photon's Avatar
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    What you've posted is a scene graph and some shaders. What we need to see instead of the scene graph is the GL call trace that's produced by running all this. In particular the parts setting up state for and rendering to your FBO with the depth texture.

    Without that, your best bet is to search the OpenSceneGraph sample code for an example of how to render to a depth texture with OSG and/or posting a question about how to do render-to-depth-texture to the osg-users forum. The trick is knowing how to use OpenSceneGraph to get the GL state setup properly for rendering.
    Last edited by Dark Photon; 01-10-2018 at 05:49 AM.

  2. #12
    Junior Member Newbie
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    Quote Originally Posted by Dark Photon View Post
    What you've posted is a scene graph and some shaders. What we need to see instead of the scene graph is the GL call trace that's produced by running all this. In particular the parts setting up state for and rendering to your FBO with the depth texture.

    Without that, your best bet is to search the OpenSceneGraph sample code for an example of how to render to a depth texture with OSG and/or posting a question about how to do render-to-depth-texture to the osg-users forum. The trick is knowing how to use OpenSceneGraph to get the GL state setup properly for rendering.
    Hi Dark Photon,

    do you suggest some debugger tool (e.g. GDB and Valgrind) to capture the GL call trace?

  3. #13
    Senior Member OpenGL Guru Dark Photon's Avatar
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    Quote Originally Posted by romulogcerqueira View Post
    do you suggest some debugger tool (e.g. GDB and Valgrind) to capture the GL call trace?
    This page contains some: Debugging Tools (OpenGL Wiki).

    I've personally used BuGLe on Linux, and apitrace on Windows for this. GLIntercept is another one for Windows.

    I've also used gDEBugger for this (now CodeXL) on Linux. For the GL call trace though, it produces a HTML file containing the full GL call trace with inline links to resources such as textures. This can be pretty useful, but it requires another step to convert it into a plain-text GL call trace dump. I can't recall if there was an option to just dump the plain-text GL call trace dump directly.

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