Hi Oliver,

Hi Yvonne,

thank you for that. I'll try it. A few more questions:
Does it handle 64bit float textures and normal textures with size of 2^n or do I have to do it myself?

With fbo disabled only 2^n; and with fbo it should depend on the parameters of your texture chunk, but I must admit, I haven't tried other formats yet :/

What do you think, when will it be included to OpenSG?

I think at least with OpenSG 2.0, Gerrit is working on an own version...

Yvonne


Oliver

Yvonne Jung schrieb:

Hi Oliver,

I've attached my version of a FramebufferObjects Viewport. But I think you have to extent it a little - or wait until I have time to do it. But by the time this code was written, the FBO extension only supported RECTANGLE as texture target, and so the main functionality ("rendering" to depth/color-texture resp. dyn. cubemapping) is simply done via glCopyTexSubImage2D... But I think, you can use it as a starting point.

Regards
Yvonne

P.S.: @Dirk: What about adding this functionality to the old cvs branch?

Hi all,

has anyone experiences with combining framebuffer objects and OpenSG objects? I want to use the fbo (with glGenFramebuffersEXT and glBindFramebufferEXT and so on...) for render to texture (with glGenTextures) and then use this texture as input for my OpenSG objects (as TextureChunkPtr). Is this possible and if, how?

Has anyone an idea?

bye
Oliver



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