Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-03-01 Thread Sergey Polischuk
Generally you should use interfaces provided by osg to get to opengl functions, 
as they can have different pointers in different graphics contexts.

so it goes like

typedef void (APIENTRY * TransformFeedbackVaryings)(GLuint, GLsizei, const 
GLchar **, GLenum);
TransformFeedbackVaryings _glTransformFeedbackVaryingsPtr;
if (!osg::setGLExtensionFuncPtr(_glTransformFeedbackVaryingsPtr,  
glTransformFeedbackVaryings ))
 if (!osg::setGLExtensionFuncPtr(_glTransformFeedbackVaryingsPtr,  
glTransformFeedbackVaryingsEXT ))
  //not supported :(
// so now you can use this pointer in this gc


also if you need some opengl functions, first check osg::GL2Extensions, it may 
be already wrapped and initialized there.
All of this should be called with active graphics context


Cheers


29.02.2012, 18:22, Martin Groer grosser.mar...@gmx.de:
 Hello,

 I tried this in my camera draw callback:

 virtual void operator()(const osg::Camera camera) const
 {
   // GL-Context-ID
   GLuint gcID = _gc-getState()-getContextID();

   // GL-Program-Handle
   osg::Program::PerContextProgram* pcp = _program-getPCP(gcID);
   GLuint prID=pcp-getHandle();

   const char* varyings[1] = { vPosition };
   glTransformFeedbackVaryings(prID, 1, varyings, GL_SEPARATE_ATTRIBS);
 }

 But when I want to compile this, I get the error glTransformFeedbackVaryings 
 isn't defined. I searched in my includes and it is in the glext.h and glew.h 
 defined. What is wrong?

 Cheers,
 Martin

  Original-Nachricht 

  Datum: Tue, 28 Feb 2012 10:45:16 -0700
  Von: Paul Martz pma...@skew-matrix.com
  An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Betreff: Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG
  On 2/28/2012 9:10 AM, Martin Großer wrote:
  Hello Paul,

  In OpenGL I have to define the varying variables for the transform
  feedback between the compiling and linking of the shader program.
  glTransformFeedbackVaryings(programHandle, 1, varyings,
  GL_SEPARATE_ATTRIBS);
  How can I do this in OSG?
  The same way. You can issue an OpenGL call any time you have a current
  context
  (Camera pre draw callback, Drawable draw callback, etc).

  A quick glance at the Program header file reveals that you can get the
  program
  ID with a call to:
 osg::Program::getPCP(contextID)-getHandle();
  Additinally I use osg 2.8.4 from the Fedora repository.

  Cheers,
  Martin

   Original-Nachricht 
  Datum: Mon, 27 Feb 2012 09:51:15 -0700
  Von: Paul Martzpma...@skew-matrix.com
  An: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
  Betreff: Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG
  Yes, it's possible, but there are no examples that I know of. You might
  try
  binding a buffer object in a Camera pre-draw callback, for an example
  of
  one
  strategy.
   -Paul

  On 2/27/2012 8:21 AM, Martin Großer wrote:
  Hello,

  Is it possible to use GL_TRANSFORM_FEEDBACK_BUFFER_NV extension in
  osg?
  I would like write back my vertex position data into a new Vertex
  Buffer
  Object. Is there any example about this?
  Cheers

  Martin
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Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-03-01 Thread Martin Großer
Hello Sergey,

thank you, it is good to know. I am a little bit frustrated. I read about 
OpenGL 4.2 and transform feedback and was so happy about this. That sounds so 
easy to use. By now it is hard to implement a simple first example. :-(

I found this thread: 
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg46962.html

You made this example, right? So far, I don't understand all the stuff. Is this 
all necessary for transform feedback?

I only need the follow functions, don't I?

1. glTransformFeedbackVaryings
2. glBindBufferBase
3. glBeginTransformFeedback
4. glEndTransformFeedback

For example, is a loadShaderFromFile function necessary? Is this only 
necessary, because the glTransformFeedbackVaryings have to be between the 
compiling and linking of the shader?

I think my first problem is I don't have any experience with OpenGL code 
embedded into osg code. Are there any examples, tutorials or articles about 
this?

I will keep on trying!

Cheers,
Martin


 Original-Nachricht 
 Datum: Thu, 01 Mar 2012 19:34:42 +0400
 Von: Sergey Polischuk pol...@yandex.ru
 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

 Generally you should use interfaces provided by osg to get to opengl
 functions, as they can have different pointers in different graphics contexts.
 
 so it goes like
 
 typedef void (APIENTRY * TransformFeedbackVaryings)(GLuint, GLsizei, const
 GLchar **, GLenum);
 TransformFeedbackVaryings _glTransformFeedbackVaryingsPtr;
 if (!osg::setGLExtensionFuncPtr(_glTransformFeedbackVaryingsPtr, 
 glTransformFeedbackVaryings ))
  if (!osg::setGLExtensionFuncPtr(_glTransformFeedbackVaryingsPtr, 
 glTransformFeedbackVaryingsEXT ))
   //not supported :(
 // so now you can use this pointer in this gc
 
 
 also if you need some opengl functions, first check osg::GL2Extensions, it
 may be already wrapped and initialized there.
 All of this should be called with active graphics context
 
 
 Cheers
 
 
 29.02.2012, 18:22, Martin Groer grosser.mar...@gmx.de:
  Hello,
 
  I tried this in my camera draw callback:
 
  virtual void operator()(const osg::Camera camera) const
  {
    // GL-Context-ID
    GLuint gcID = _gc-getState()-getContextID();
 
    // GL-Program-Handle
    osg::Program::PerContextProgram* pcp = _program-getPCP(gcID);
    GLuint prID=pcp-getHandle();
 
    const char* varyings[1] = { vPosition };
    glTransformFeedbackVaryings(prID, 1, varyings, GL_SEPARATE_ATTRIBS);
  }
 
  But when I want to compile this, I get the error
 glTransformFeedbackVaryings isn't defined. I searched in my includes and it 
 is in the glext.h
 and glew.h defined. What is wrong?
 
  Cheers,
  Martin
 
   Original-Nachricht 
 
   Datum: Tue, 28 Feb 2012 10:45:16 -0700
   Von: Paul Martz pma...@skew-matrix.com
   An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
   Betreff: Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG
   On 2/28/2012 9:10 AM, Martin Großer wrote:
   Hello Paul,
 
   In OpenGL I have to define the varying variables for the transform
   feedback between the compiling and linking of the shader program.
   glTransformFeedbackVaryings(programHandle, 1, varyings,
   GL_SEPARATE_ATTRIBS);
   How can I do this in OSG?
   The same way. You can issue an OpenGL call any time you have a
 current
   context
   (Camera pre draw callback, Drawable draw callback, etc).
 
   A quick glance at the Program header file reveals that you can get
 the
   program
   ID with a call to:
  osg::Program::getPCP(contextID)-getHandle();
   Additinally I use osg 2.8.4 from the Fedora repository.
 
   Cheers,
   Martin
 
    Original-Nachricht 
   Datum: Mon, 27 Feb 2012 09:51:15 -0700
   Von: Paul Martzpma...@skew-matrix.com
   An: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
   Betreff: Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG
   Yes, it's possible, but there are no examples that I know of. You
 might
   try
   binding a buffer object in a Camera pre-draw callback, for an
 example
   of
   one
   strategy.
    -Paul
 
   On 2/27/2012 8:21 AM, Martin Großer wrote:
   Hello,
 
   Is it possible to use GL_TRANSFORM_FEEDBACK_BUFFER_NV extension in
   osg?
   I would like write back my vertex position data into a new Vertex
   Buffer
   Object. Is there any example about this?
   Cheers
 
   Martin
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   osg-users@lists.openscenegraph.org
 
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-03-01 Thread Sergey Polischuk
Hi, Martin
iirc i've used full gl style as i cant make it work with just osg default 
drawimplementation + state management (like program and modes) atm (i mean i 
tried for a week or two and it just wasnt working, and this stuff really hard 
to debug when it draws crap or crashes in driver, i dont remember details as it 
was like two years ago or so) You can try, may be you got some luck. I think it 
is possible to do this with osg program and buffer objects management, then 
things get a lot simplier as you dont need to initialize all stuff yourself.
and this was just first more or less working sample (still no multiple context 
safe, and may be have some other bugs), things changed quite a bit since then

also with gl 4.2 you can drop queries, as you have drawTransformFeedback, but 
then you cant use osg draw implementation

As for guides for embedding gl into osg... i dont saw any. You can dig into 
osg::Geometry\StateAttributes\osg::State sources to see how it done in osg 
itself. From my experience i can say that if you make gl state changes via gl 
functions yourself you should let osg know about them(check osg::State 
reference). If something not working try to revert all state changes you've 
done after your drawing (unbind buffers\arrays, revert fbo bindings, active 
texture units, vertex attrib arrays, programs, etc...)

01.03.2012, 20:46, Martin Groer grosser.mar...@gmx.de:
 Hello Sergey,

 thank you, it is good to know. I am a little bit frustrated. I read about 
 OpenGL 4.2 and transform feedback and was so happy about this. That sounds so 
 easy to use. By now it is hard to implement a simple first example. :-(

 I found this thread: 
 http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg46962.html

 You made this example, right? So far, I don't understand all the stuff. Is 
 this all necessary for transform feedback?

 I only need the follow functions, don't I?

 1. glTransformFeedbackVaryings
 2. glBindBufferBase
 3. glBeginTransformFeedback
 4. glEndTransformFeedback

 For example, is a loadShaderFromFile function necessary? Is this only 
 necessary, because the glTransformFeedbackVaryings have to be between the 
 compiling and linking of the shader?

 I think my first problem is I don't have any experience with OpenGL code 
 embedded into osg code. Are there any examples, tutorials or articles about 
 this?

 I will keep on trying!

 Cheers,
 Martin

  Original-Nachricht 

  Datum: Thu, 01 Mar 2012 19:34:42 +0400
  Von: Sergey Polischuk pol...@yandex.ru
  An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Betreff: Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG
  Generally you should use interfaces provided by osg to get to opengl
  functions, as they can have different pointers in different graphics 
 contexts.

  so it goes like

  typedef void (APIENTRY * TransformFeedbackVaryings)(GLuint, GLsizei, const
  GLchar **, GLenum);
  TransformFeedbackVaryings _glTransformFeedbackVaryingsPtr;
  if (!osg::setGLExtensionFuncPtr(_glTransformFeedbackVaryingsPtr,
  glTransformFeedbackVaryings ))
   if (!osg::setGLExtensionFuncPtr(_glTransformFeedbackVaryingsPtr,
  glTransformFeedbackVaryingsEXT ))
    //not supported :(
  // so now you can use this pointer in this gc

  also if you need some opengl functions, first check osg::GL2Extensions, it
  may be already wrapped and initialized there.
  All of this should be called with active graphics context

  Cheers

  29.02.2012, 18:22, Martin Groer grosser.mar...@gmx.de:
  Hello,

  I tried this in my camera draw callback:

  virtual void operator()(const osg::Camera camera) const
  {
    // GL-Context-ID
    GLuint gcID = _gc-getState()-getContextID();

    // GL-Program-Handle
    osg::Program::PerContextProgram* pcp = _program-getPCP(gcID);
    GLuint prID=pcp-getHandle();

    const char* varyings[1] = { vPosition };
    glTransformFeedbackVaryings(prID, 1, varyings, GL_SEPARATE_ATTRIBS);
  }

  But when I want to compile this, I get the error
  glTransformFeedbackVaryings isn't defined. I searched in my includes and 
 it is in the glext.h
  and glew.h defined. What is wrong?
  Cheers,
  Martin

   Original-Nachricht 
   Datum: Tue, 28 Feb 2012 10:45:16 -0700
   Von: Paul Martz pma...@skew-matrix.com
   An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
   Betreff: Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG
   On 2/28/2012 9:10 AM, Martin Großer wrote:
   Hello Paul,

   In OpenGL I have to define the varying variables for the transform
   feedback between the compiling and linking of the shader program.
   glTransformFeedbackVaryings(programHandle, 1, varyings,
   GL_SEPARATE_ATTRIBS);
   How can I do this in OSG?
   The same way. You can issue an OpenGL call any time you have a
  current
   context
   (Camera pre draw callback, Drawable draw callback, etc).

   A quick glance at the Program header file reveals that you can get
  the
   program
   ID with a call

Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-02-29 Thread Martin Großer
Hello,

I tried this in my camera draw callback:

virtual void operator()(const osg::Camera camera) const
{
  // GL-Context-ID
  GLuint gcID = _gc-getState()-getContextID();

  // GL-Program-Handle
  osg::Program::PerContextProgram* pcp = _program-getPCP(gcID);
  GLuint prID=pcp-getHandle();

  const char* varyings[1] = { vPosition };
  glTransformFeedbackVaryings(prID, 1, varyings, GL_SEPARATE_ATTRIBS);
}

But when I want to compile this, I get the error glTransformFeedbackVaryings 
isn't defined. I searched in my includes and it is in the glext.h and glew.h 
defined. What is wrong?

Cheers,
Martin

 Original-Nachricht 
 Datum: Tue, 28 Feb 2012 10:45:16 -0700
 Von: Paul Martz pma...@skew-matrix.com
 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

 On 2/28/2012 9:10 AM, Martin Großer wrote:
  Hello Paul,
 
  In OpenGL I have to define the varying variables for the transform
 feedback between the compiling and linking of the shader program.
 
  glTransformFeedbackVaryings(programHandle, 1, varyings,
 GL_SEPARATE_ATTRIBS);
 
  How can I do this in OSG?
 
 The same way. You can issue an OpenGL call any time you have a current
 context 
 (Camera pre draw callback, Drawable draw callback, etc).
 
 A quick glance at the Program header file reveals that you can get the
 program 
 ID with a call to:
osg::Program::getPCP(contextID)-getHandle();
 
  Additinally I use osg 2.8.4 from the Fedora repository.
 
  Cheers,
  Martin
 
   Original-Nachricht 
  Datum: Mon, 27 Feb 2012 09:51:15 -0700
  Von: Paul Martzpma...@skew-matrix.com
  An: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
  Betreff: Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG
 
  Yes, it's possible, but there are no examples that I know of. You might
  try
  binding a buffer object in a Camera pre-draw callback, for an example
 of
  one
  strategy.
   -Paul
 
 
  On 2/27/2012 8:21 AM, Martin Großer wrote:
  Hello,
 
  Is it possible to use GL_TRANSFORM_FEEDBACK_BUFFER_NV extension in
 osg?
  I would like write back my vertex position data into a new Vertex
 Buffer
  Object. Is there any example about this?
 
  Cheers
 
  Martin
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Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-02-29 Thread Jason Daly

On 02/29/2012 09:22 AM, Martin Großer wrote:

Hello,

I tried this in my camera draw callback:

virtual void operator()(const osg::Camera  camera) const
{
   // GL-Context-ID
   GLuint gcID = _gc-getState()-getContextID();

   // GL-Program-Handle
   osg::Program::PerContextProgram* pcp = _program-getPCP(gcID);
   GLuint prID=pcp-getHandle();

   const char* varyings[1] = { vPosition };
   glTransformFeedbackVaryings(prID, 1, varyings, GL_SEPARATE_ATTRIBS);
}

But when I want to compile this, I get the error glTransformFeedbackVaryings isn't 
defined. I searched in my includes and it is in the glext.h and glew.h defined. 
What is wrong?


On Linux, you might need to #define GL_GLEXT_PROTOTYPES

On Windows, you have to look up the function with wglGetProcAddress

In both cases, it's generally a good idea to test for the extension 
first (OSG normally does for you in osg::GLExtensions).


--J

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Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-02-28 Thread Martin Großer
Hello Paul,

In OpenGL I have to define the varying variables for the transform feedback 
between the compiling and linking of the shader program.

glTransformFeedbackVaryings(programHandle, 1, varyings, GL_SEPARATE_ATTRIBS);

How can I do this in OSG?

Additinally I use osg 2.8.4 from the Fedora repository.

Cheers,
Martin

 Original-Nachricht 
 Datum: Mon, 27 Feb 2012 09:51:15 -0700
 Von: Paul Martz pma...@skew-matrix.com
 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

 Yes, it's possible, but there are no examples that I know of. You might
 try 
 binding a buffer object in a Camera pre-draw callback, for an example of
 one 
 strategy.
 -Paul
 
 
 On 2/27/2012 8:21 AM, Martin Großer wrote:
  Hello,
 
  Is it possible to use GL_TRANSFORM_FEEDBACK_BUFFER_NV extension in osg?
 I would like write back my vertex position data into a new Vertex Buffer
 Object. Is there any example about this?
 
  Cheers
 
  Martin
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Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-02-28 Thread Sergey Polischuk
Hi, Martin

afaik, there is no way, you should use opengl calls to get it working

28.02.2012, 20:10, Martin Groer grosser.mar...@gmx.de:
 Hello Paul,

 In OpenGL I have to define the varying variables for the transform feedback 
 between the compiling and linking of the shader program.

 glTransformFeedbackVaryings(programHandle, 1, varyings, GL_SEPARATE_ATTRIBS);

 How can I do this in OSG?

 Additinally I use osg 2.8.4 from the Fedora repository.

 Cheers,
 Martin

  Original-Nachricht 

  Datum: Mon, 27 Feb 2012 09:51:15 -0700
  Von: Paul Martz pma...@skew-matrix.com
  An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Betreff: Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG
  Yes, it's possible, but there are no examples that I know of. You might
  try
  binding a buffer object in a Camera pre-draw callback, for an example of
  one
  strategy.
  -Paul

  On 2/27/2012 8:21 AM, Martin Großer wrote:
  Hello,

  Is it possible to use GL_TRANSFORM_FEEDBACK_BUFFER_NV extension in osg?
  I would like write back my vertex position data into a new Vertex Buffer
  Object. Is there any example about this?
  Cheers

  Martin
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Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-02-28 Thread Paul Martz

On 2/28/2012 9:10 AM, Martin Großer wrote:

Hello Paul,

In OpenGL I have to define the varying variables for the transform feedback 
between the compiling and linking of the shader program.

glTransformFeedbackVaryings(programHandle, 1, varyings, GL_SEPARATE_ATTRIBS);

How can I do this in OSG?


The same way. You can issue an OpenGL call any time you have a current context 
(Camera pre draw callback, Drawable draw callback, etc).


A quick glance at the Program header file reveals that you can get the program 
ID with a call to:

  osg::Program::getPCP(contextID)-getHandle();


Additinally I use osg 2.8.4 from the Fedora repository.

Cheers,
Martin

 Original-Nachricht 

Datum: Mon, 27 Feb 2012 09:51:15 -0700
Von: Paul Martzpma...@skew-matrix.com
An: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG



Yes, it's possible, but there are no examples that I know of. You might
try
binding a buffer object in a Camera pre-draw callback, for an example of
one
strategy.
 -Paul


On 2/27/2012 8:21 AM, Martin Großer wrote:

Hello,

Is it possible to use GL_TRANSFORM_FEEDBACK_BUFFER_NV extension in osg?

I would like write back my vertex position data into a new Vertex Buffer
Object. Is there any example about this?


Cheers

Martin

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[osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-02-27 Thread Martin Großer
Hello,

Is it possible to use GL_TRANSFORM_FEEDBACK_BUFFER_NV extension in osg? I would 
like write back my vertex position data into a new Vertex Buffer Object. Is 
there any example about this?

Cheers

Martin
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Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-02-27 Thread Paul Martz
Yes, it's possible, but there are no examples that I know of. You might try 
binding a buffer object in a Camera pre-draw callback, for an example of one 
strategy.

   -Paul


On 2/27/2012 8:21 AM, Martin Großer wrote:

Hello,

Is it possible to use GL_TRANSFORM_FEEDBACK_BUFFER_NV extension in osg? I would 
like write back my vertex position data into a new Vertex Buffer Object. Is 
there any example about this?

Cheers

Martin

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