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
_______________________________________________ eq-dev mailing list [email protected] http://www.equalizergraphics.com/cgi-bin/mailman/listinfo/eq-dev http://www.equalizergraphics.com

