Antonio Bleile wrote: > Hi, > > I know very little about FBO's, I was looking > for an alternative to pbuffers, so I found the > FBO stuff. The test in OpenSG suggests that the > FBO is bound to the Window: > > rAct->setWindow(win.getCPtr()); > fbo_vp->render(rAct); > fbo_vp->setParent(NullFC); > > So basically it seems to me as a TextureGrabForeground. > What's the difference between the two? > * The FBOViewport is a Viewport that renders directly to textures. It can have it's own background/foregrounds. * The TextureGrabForeground copies the framebuffer contents (rendered via a regular Viewport) to a texture.
But yes, there is some overlap between the two. FBO:s where introduced to simplify things and minimize resource usage when rendering to texture. > Another thing I'd like to know is if I can > replace a pbuffer with an fbo in the sense that > I'd like to really render stuff offscreen. But > it seems to me that the FBO is bound to the > Window and thus to the gl context.... Right? > Correct. However, there is no a contradicition. An FBO is more efficient in that it uses the same gl context as your Window, but render directly to textures without copy. Cheers, /Marcus ------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
