Hello Gerrit,
once again. I did a glance at the multisampling OpenGL technique and
compared it to the OpenSG texture/FBO usage. As I see it, multisampling
is currently not supported by OpenSG.
Following the wikipedia entry
Hello Gerrit,
suppose we would have a corresponding FBOForeground, which manages a FBO
and would be filled from the render buffer by blit operation at the end
of the render task (probably on request only).
What I have in mind is to setup such a foreground in my first viewport
and to use the
Hello Gerrit,
below you can find my simple not finished example with the
FBOBackground. It works reasonably with a standard render context but
fails with a multisampling context.
I have currently not figured out what exactly is going wrong, so.
Best,
Johannes
// User interface:
// a) mouse
Hello,
I added a new OSGFBOBackground which takes a FramebufferObject and
on clear tries to blit all color, depth and stencil buffers,
either to the active FBO or to the window framebuffer.
I only came around to do some quick testing, but it gives you
something to start with (and ideally it
Hello Gerrit,
On 09.10.2015 12:52, Gerrit Voß wrote:
>
> I added a new OSGFBOBackground which takes a FramebufferObject and
> on clear tries to blit all color, depth and stencil buffers,
> either to the active FBO or to the window framebuffer.
>
This is really great. I will immediately take an
Hi,
On Tue, 2015-10-06 at 10:11 +0200, Johannes Brunen wrote:
> Hello,
>
>
>
> I'm looking for a method to setup the depth buffer and possibly the
> stencil buffer befor starting rendering a viewport.
>
>
>
> Suppose I have rendered a viewport with complex geometry into textures
> with a
Hi,
On Wed, 2015-10-07 at 13:55 +0200, Johannes wrote:
> On 07.10.2015 09:27, Gerrit Voß wrote:
> >
> > a passive background might help. It can take a clear callback
> > where you can do the blitting. Another option in there
> > is to blit the current framebuffer into an FBO (which is not
On 07.10.2015 14:52, Gerrit Voß wrote:
>
> For your shader problem below, ...
> The easiest way around this is to use a SimpleSHLChunk instead ...
I did not know about that one :-(
I took a look into the PassiveBackground implementation and it seems
that it is quite near to what is needed here