Re: [osg-users] How can I render to two textures by turns?

2008-09-29 Thread Robert Osfield
HI J.P,

Would you be willing for this example to be merged with the OSG as a
standard example?

Cheers,
Robert.

On Mon, Sep 29, 2008 at 7:56 AM, J.P. Delport [EMAIL PROTECTED] wrote:
 Hi,

 the attached example shows a simple way to do this.

 Also search the list for osgPPU.

 jp

 Lilinx wrote:

 hi,
   how can I do this ?
1;  render to texture A;
2:  textureA  render to textureB;
3.  textureB  render back to textureA


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Re: [osg-users] How can I render to two textures by turns?

2008-09-29 Thread J.P. Delport

Hi Robert,

yes, that was the intention when I first made it. I have just not taken 
time to clean it up and name it properly.


It is basically the game of life implemented in GPU with ping-pong 
textures. It also illustrates only one possible ping-pong method (with 
multiple cameras below switches).


It is quite cool with the land_shallow_topo_2048.jpg as input :)

jp

Robert Osfield wrote:

HI J.P,

Would you be willing for this example to be merged with the OSG as a
standard example?

Cheers,
Robert.

On Mon, Sep 29, 2008 at 7:56 AM, J.P. Delport [EMAIL PROTECTED] wrote:

Hi,

the attached example shows a simple way to do this.

Also search the list for osgPPU.

jp

Lilinx wrote:

hi,
  how can I do this ?
   1;  render to texture A;
   2:  textureA  render to textureB;
   3.  textureB  render back to textureA


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legal notice, and implemented Open Document Format (ODF) standard. The full
disclaimer details can be found at http://www.csir.co.za/disclaimer.html.

This message has been scanned for viruses and dangerous content by
MailScanner, and is believed to be clean.  MailScanner thanks Transtec
Computers for their support.


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The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


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[osg-users] How can I render to two textures by turns?

2008-09-28 Thread Lilinx
hi,
   how can I do this ?
1;  render to texture A;
2:  textureA  render to textureB;
3.  textureB  render back to textureA


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