We should probably check the example in if it works! Thomas
> -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf > Of Marcus Lindblom > Sent: Wednesday, March 14, 2007 9:28 AM > To: [email protected] > Cc: [EMAIL PROTECTED] > Subject: Re: [Opensg-users] Hiding a working viewport without > reorderingviewports list > > This is my modified test. You might have to fiddle with it a > bit to get it to work. (best post it to the list so others > can get it, again.) > > Let me know if there are problems. > > /Marcus > > José Pedro Dias wrote: > > 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] > > <mailto:[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 > > > > > > > > > -------------------------------------------------------------- > ----------- > > > Take Surveys. Earn Cash. 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