On 6/6/07, Antonio Bleile <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I'd like to render my scene into a FBO, as
> output I'd like to have the color buffer and the
> depth buffer into two separated textures. As far
> as I understand FBO's that should work. And as
> far as I could see from the OpenSG code, it should
> work in OpenSG as well ;) So I tried to extend the
> 29FBOTexture.cpp sample....
>
> I created a texture that can hold the depth info
> like this:
>
>         TextureChunkPtr fboDepthTexture = TextureChunk::create();
>         [...]
>     // setup depth texture
>     ImagePtr imgDepth = Image::create();
>     beginEditCP(imgDepth);
>         imgDepth->set(GL_DEPTH_COMPONENT_ARB, ::fboWidth, ::fboHeight);
>     endEditCP(imgDepth);
>     beginEditCP(fboDepthTexture);
>         fboDepthTexture->setMinFilter(GL_LINEAR);
>         fboDepthTexture->setMagFilter(GL_LINEAR);
>         fboDepthTexture->setTarget(GL_TEXTURE_2D);
>         fboDepthTexture->setInternalFormat(GL_DEPTH_COMPONENT_ARB);
>         fboDepthTexture->setExternalFormat(GL_DEPTH_COMPONENT_ARB);
>         fboDepthTexture->setImage(imgDepth);
>     endEditCP(fboDepthTexture);

I can only speak to how it works in 2.0...but this is basically how I
set up my TextureObjChunk for the FBO:

img->set(OSG::Image::OSG_RGB_PF, size, size);
depth_tex->setImage(img);
depth_tex->setMinFilter(GL_LINEAR);
depth_tex->setMagFilter(GL_LINEAR);
depth_tex->setWrapS(GL_CLAMP_TO_EDGE);
depth_tex->setWrapT(GL_CLAMP_TO_EDGE);
depth_tex->setExternalFormat(GL_DEPTH_COMPONENT);
depth_tex->setInternalFormat(GL_DEPTH_COMPONENT32);
depth_tex->setCompareMode(GL_NONE);
depth_tex->setCompareFunc(GL_LEQUAL);
depth_tex->setDepthMode(GL_INTENSITY);

Its not an apples to apples comparison but I hope that helps a bit.
Also, in 2.0 you have to do the depth and color attachments separate.

-Dan

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