Thank you very much. I had already merged it manually but now everyone can
benefit from it.
On 3/15/07, Andreas Zieringer <[EMAIL PROTECTED]> wrote:
Hi José,
I added the FBOViewport and an example
OpenSG/Source/System/Window/testFboVP.cpp to the current OpenSG cvs
version.
Andreas
> 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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