Changes between Version 3 and Version 4 of PostProcessingUnits


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Timestamp:
04/23/08 20:54:28 (16 years ago)
Author:
art
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  • PostProcessingUnits

    v3 v4  
    11= osgPPU Units = 
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    3 Each unit can be understood as a black box with n inputs and m outputs. The input and the output is represented by a texture. A shader can be applied to a unit to be used for computing the output. Texture inputs are bound to the associated shader in the appropriate texture units based on the specified order (e.g. Texture A to texture unit 1, Texture B to texture unit 0, etc.). 
     3Each unit can be understood as a black box with n inputs and m outputs. The input and the output is represented by a texture. A shader can be applied to a unit to be used for computing the output. Other Units are bound as inputs. A shader can be used to compute the output results based on the input data. 
    44 
    55Output textures can be used by the associated shader program to write the output to. You can use multiple output textures if your GPU does support MRT (multiple rendering targets). The output textures can either be reused as input again (e.g. for Motion Blur effect) or used in any other place of your rendering application.  
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    7 Mipmapping is supported either by a hardware mipmap generation on the output texture or by using an additional mipmap shader associated with a Unit. A mipmap shader is responsible for computing the data of the current mipmap level from the previous one. (Note: UnitInOut does support In/Out mipmapping, which do copy the data from the input mipmap structure to the output). 
     7Mipmapping is supported either by a hardware mipmap generation on the output texture or by using the shader associated with a Unit. The  shader is responsible for computing the data of the current mipmap level from the previous one.  
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    99In general osgPPU can be also used for non-rendering task, e.g. to compute procedural textures or to perform offscreen computation on  some dataset. 
    1010 
    1111== Supported Units == 
    12  * Unit - default bypass unit without any rendering capabilities 
     12 * Unit - base class providing basing properties of any unit 
     13 * UnitBypass - default bypass unit without any rendering capabilities 
     14 * UnitTexture - pass any external texture to the output texture (no rendering) 
    1315 * UnitOut - pass input textures to the frame buffer (can be used to display results on the screen) 
    1416 * UnitOutCapture - pass input textures to a file (often used to capture renderings in higher resolution than monitor supports) 
    1517 * UnitInOut - pass input to the output 
    1618 * UnitInResampleOut - pass input to the output by scaling the input texture 
     19 * UnitInMipmapOut - pass input to the output by computing the mipmap on the output texture 
     20 * UnitMipmapInMipmapOut - pass mipmapped input to the mipmapped output 
    1721 * UnitText - pass input to the output and print some texture message on the output texture 
    1822