Could you be so kind to send my a OSGFBOViewport example?
I have successfully compiled your classes and created an instance but I'm
not quite sure how to set it up to
capture the viewport to a texture2d without showing it up. I believe there
is/was an example named testFboVp.cpp,
it is mentioned in opensg-users but I couldn't get it.
Thanks in advance!
On 3/12/07, Yvonne Jung <[EMAIL PROTECTED]> wrote:
Hi Andreas and Marcus,
I like the idea of checking the FBOViewport in into the real cvs, but when
doing so please merge with my original version, which is attached, and
which I
already have tried to merge with your improvements some times ago.
... because otherwise I will get problems having two of them in the same
namespace!
Bye
Yvonne
P.S.: Thanks for the MField ShaderParam support :-)
> Andreas Zieringer wrote:
>> Hi Marcus,
>>
>>> You could use a FrameBufferObject-viewport (FBOViewport for short).
It's
>>> not a part of 1.8 (it really should be.. hm) but it's been posted on
>>> this list a few times, and I have it available (with some slight
>>> improvements). Anyway, it would allow you to add a viewport that does
>>> not render to the framebuffer, but still uses the same
window/gl-context
>>> as everything else. Ideal for any render-to-texture work.
>>>
>> hmm there is no real reason for not adding it to 1.8, if you send me
the
>> code I will check it into the cvs. What improvements did you add?
>>
> Support for explicit depth texture. I needed that for my depth peeling
> algorithm. I'll e-mail you the code.
>
> /Marcus
>
>
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