Hello, I apologize up front for any eq-ignorance this post exposes, probably
a lot. :-)
I hope someone more experienced can guide me.

I am trying to do a two-pass rendering:
Pass 1: render image to an FBO
Pass 2: use a fragment program to warp and display the first pass rendering.

I've been doing this without using the Equalizer FrameBufferObject, but this
is broken now, I'm assuming due to changes in the svn trunk.

Would I be better off using the Equalizer FBO?
How do I assign it to a particular texture unit I can tell my fragment
program about?
I currently just call glActiveTextureARB before i bind the fbo texture, in
my raw GL approach.
I asked a question like this once before, sorry.  I am American and becoming
stupider daily.

I'm also trying to use textured prims while i draw the frame to the FBO, and
again need to be careful about the texture units.  Currently, I try to load
this texture as in eqPly::Window::_loadLogo() but with GL_TEXTURE_2D as the
target, but I keep getting an invalid operation GL error after
image.upload(),even when I use the same logo.rgb file used in eqPly.  I
encounter this on both my Centos5 with gcc4.1.2 and MacOSX machines.

Also, in trying to track the trunk, I'm missing things like the recent-ish
 library name change.
What's the best way to stay informed of important changes to the API, etc?
Does the Programmer Guide change as fast as the code?

Bill
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