A place for users of OGRE to discuss ideas and experiences of utilitising OGRE in their games / demos / applications.
2 posts • Page 1 of 1
- Posts: 7
- Joined: Thu Oct 09, 2014 8:26 am
I need to know the depth value of an object at runtime, so I need to render a depth map. I know how to do it in pure OpenGL, but don't know how to do it with Ogre. I have come across two tutorials on Ogre shadow map, http://www.ogre3d.org/tikiwiki/tiki-ind ... ow+Mapping and http://www.ogre3d.org/tikiwiki/Depth+Shadow+Mapping . However, I can't find any code that pass the depth texture rendered by the first pass to the second pass. Also, I don't know how to get a handler to the depth texture so that I can blit its texel value to system memory. Anyone know about it?
- OGRE Team Member
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- Joined: Mon Feb 04, 2008 2:02 pm
- Location: Germany
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To pass textures around between passes/shaders, "compositors" can help (if we are talking about screen-space effects).