Hi Richard, hi Dirk,

Thanks for your advice: both the refresher from the documentation and Dirk's summary definitely clear things up. But I like that iteration- thingy, too, so here we go...;)


Hm, that's an interesting one. This gets into Window/buffer management
territory, and that part of the map says "Here be dragons". ;) I haven't
used ARB_draw_buffers before, what exactly are you thinking about?

First of all, it should read "ATI_draw_buffers" - seems like I was a bit too enthusiastic about the ARB process... My idea behind it would be to use its capabilities to render into (multiple) render targets that aren't limited to OpenSG's (framebuffer- based) 8 bit pixel format, thus being able to render HDR (cubemap)-textures for use in further steps. I guess this could have been done earlier with float-pbuffers and the like, too, but now this functionality seems quite comfortable to use - at least looking at all those shiny conference slides... However, I'm still not sure about any interference by using such things in OpenSG's "dragon arena", as you cannot work as in pure OpenGL applications where you just use the functionality exposed, right? And I know my needs go even beyond Enrico's questions, because composing viewports for cubemap rendering as a workaround would be no option for floating-point data.


Are you talking about writing an application or an extension here?

In my case the former. I was wondering about the exact role of OSGGLEXT.h as it contains just a copy of all the platform's extension definitions, doesn't it? If I got things right, it would be completely perfect to use my current system's extensions as a basis for my application, and then keep it running on another system, no matter what the OSGGLEXT there looks like? Sure, I have to take care about the target platform that might not have extension XYZ; but, for simplicity, we'll leave out any worst case scenario here...;)


(puuh, feels like digging deep into OpenSG but I guess that's just scratching the surface...)


Again thanks a lot, folks!
Matthias






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