Hello Vincenzo,

Vincenzo Marafioti wrote:
> I used 29FBOTextures.cpp and add OpenGL occlusion query around render 
> method of FBO. I have attached the source code, anyway I quote the 
> display() function here:
> 
> // redraw the window
> void display(void)
> {
>    // get the current time
>    Real32 t = OSG::getTimeStampMsecs(OSG::getTimeStamp()) * 0.001f;
> 
>    // animate flag
>    animateFlag(t);
> 
>    // spin the fbo scene
>    spinFBOScene(t);
> 
>    // get the RenderAction from SimpleSceneManager
>    RenderAction *rAct = static_cast<RenderAction*>(::mgr->getAction());
> 
>    // render fbo scene
>    glBeginQueryARB(GL_SAMPLES_PASSED_ARB, *_query);           
> ::fboVP->render(rAct);
>    glEndQueryARB(GL_SAMPLES_PASSED_ARB);
>    //int available = 0;
>    //do
>    //{
>    //    glGetQueryObjectivARB( *_query, GL_QUERY_RESULT_AVAILABLE_ARB,  
> &available );
>    //} while( !available );
> 
>    int pixel = 0;
>    glGetQueryObjectivARB(*_query, GL_QUERY_RESULT_ARB, &pixel);
>    printf("%d\n", pixel);
> 
> 
>    // render main scene
>    ::mgr->redraw();
> }
> 
> I need to get the number of passed fragments. Do you have clue how can I 
> do? It seems that occlusion query does not work using a FboViewport, 
> could you help me?

hm, I don't understand what is happening, if I put the OC query around 
mgr->redraw() it works fine, but for the FBO it always returns 0. 
Whether the FBO is rendered before or after the main scene does not make 
a difference either (I thought perhaps a render target change would 
reset the counters).

I've not used the glBeginQuery/glEndQuery stuff before and don't know if 
there is some trick to use them with FBOs - the OpenGL spec does not 
seem to say anything to that effect. Does anybody else here have an idea 
what may be going on?

        Cheers,
                Carsten

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