Carsten Neumann ha scritto: Thenk you very much for your help!
I made some test using MRT in OpenSG but now the "only" triky part if to pass back the texture written to OpenGL for the next pass. I have a multipass algorithm composed by a first shader to be run in openGL and the second in OpenSG for each pass. This is wat i have done till now:Basically you only have to create an FBOViewport and add multiple TextureChunks to it, they will be added as color attachments to the FBO and you can write them from a shader with gl_FragData[i]. I don't have any example for MRT handy, but there is Source/System/Window/testFboVp.cpp and Tutorials/29FBOTexture.cpp that demonstrate how to use the FBOViewport in general.Cheers, Carsten
< From OpenGL to OpenSG > (works!)- i just call glActivateTexture(GL_TEXTUREXYZ) for the three textures i need and bind it, then pass to the OpenSG shader, as uniform, the texture unit activated (setUniformParameter("samplerTex", XYZ));
< From OpenSG to OpenGL >- my first attemp was to bind in OpenGL to the correct fbo with the three texture to be written - my second attemp was to use the FBOViewport and so to write to the texture attached to the FBOViewport (as you suggest).
I attache a simple chart to explain it better.In both case the problem seams to be about make them to be read back by the OpenGL shader. I would like to find a good performance way to do it.
Any clue? Thank you. Have a nice day!
<<inline: example.png>>
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