On 2. Oct 2010, at 15:28, William Thibault wrote: > 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?
The Equalizer FBO exists since we need it internally for various operations. Its functionality and design covers only that right now. There are two options: 1) Use your own (or 3rd party) FBO code 2) Refactor the FBO and send the patch. I'm not sure what your current issue is. We touched the FBO lately to hopefully implement stencil FBO's correctly. > I currently just call glActiveTextureARB before i bind the fbo texture, in my > raw GL approach. That should still work. Just look through the FBO code, it does not contain any magic. > 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. This is a bug/oversight in the the upload code. I've opened 3080324: 2D texture upload. Cheers, Stefan. _______________________________________________ eq-dev mailing list [email protected] http://www.equalizergraphics.com/cgi-bin/mailman/listinfo/eq-dev http://www.equalizergraphics.com

