Re: [Opensg-users] OpenSG 2: Setting up the depth buffer

2015-10-07 Thread Gerrit Voß
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

Re: [Opensg-users] OpenSG 2: CMake build system

2015-10-07 Thread Johannes
On 06.10.2015 19:38, Gerrit Voß wrote: > I have a look, currently all the file information is collected and > temporarily stored. I would probably add a OSG_ADD_GLOBAL_EXE_SRC to > have a distinction between libs and executables. > I'm fine with that :-) Best, Johannes

Re: [Opensg-users] OpenSG 2: Setting up the depth buffer

2015-10-07 Thread Gerrit Voß
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

Re: [Opensg-users] OpenSG 2: Setting up the depth buffer

2015-10-07 Thread Johannes
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

Re: [Opensg-users] OpenSG 2: CMake build system

2015-10-07 Thread Gerrit Voß
Hi, On Wed, 2015-10-07 at 08:41 +0200, Johannes wrote: > On 06.10.2015 19:38, Gerrit Voß wrote: > > > I have a look, currently all the file information is collected and > > temporarily stored. I would probably add a OSG_ADD_GLOBAL_EXE_SRC to > > have a distinction between libs and executables.