Since I haven't yet learnt how to easily build external OpenSG apps 
using Scons, that source won't work out of the box for anyone but me.

Is there a short tutorial available somewhere? (I.e. what's the minimal 
amount of sconsripting needed to build osghello.exe?)

/Marcus

Thomas Beer wrote:
> 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
>>>     >
>>>     >
>>>     
>>>       
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