Added reference to osgstereomatch example to osgmultiplerendertargets.
Added usage example use OpenSceneGraph-Data/Images examples
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@ -34,6 +34,14 @@
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#include <iostream>
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#include <iostream>
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//
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// Below is relatively straight forward example of use OpenGL multiple render targets extension
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// to FrameBufferObjects/GLSL shaders.
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//
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// Another, more sophisticated MRT example can be found in the osgstereomatch example.
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//
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// The callback modifies an input image.
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// The callback modifies an input image.
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struct MyCameraPostDrawCallback : public osg::Camera::DrawCallback
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struct MyCameraPostDrawCallback : public osg::Camera::DrawCallback
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{
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{
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@ -4,14 +4,20 @@ A simple algorithm is implemented in both a single- and multi-pass way to show t
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The normal osgviewer is used for display and one can obtain the time spent on the GPU by pressing the "s" key twice.
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The normal osgviewer is used for display and one can obtain the time spent on the GPU by pressing the "s" key twice.
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The sample data was downloaded from the Middlebury Stereo Vision Page at http://vision.middlebury.edu/stereo/
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Usage examples:
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Usage examples:
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---------------
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---------------
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osgstereomatch --left tsukubaL.png --right tsukubaR.png --min 0 --max 15 --window 5
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Using sample data in OpenSceneGraph-Data distribution:
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osgstereomatch --left tsukubaL.png --right tsukubaR.png --min 0 --max 15 --window 5 --single
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osgstereomatch --left teddyL.png --right teddyR.png --min 10 --max 57 --window 7
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osgstereomatch --left Images/dog_left_eye.jpg --right Images/dog_right_eye.jpg --min 0 --max 31 --window 9
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osgstereomatch --left Images/dog_left_eye.jpg --right Images/dog_right_eye.jpg --min 0 --max 31 --window 9 --single
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Using sample data available from the Middlebury Stereo Vision Page at http://vision.middlebury.edu/stereo/ :
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osgstereomatch --left tsukubaL.png --right tsukubaR.png --min 0 --max 15 --window 5
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osgstereomatch --left tsukubaL.png --right tsukubaR.png --min 0 --max 15 --window 5 --single
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osgstereomatch --left teddyL.png --right teddyR.png --min 10 --max 57 --window 7
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Algorithm and implementation details:
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Algorithm and implementation details:
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