Carsten Neumann ha scritto:
> 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).
>
If this is the reason I think I can't solve it on my own, there should
be a FBOViewport method that get the number of passed samples. I tried
to use also the FBOViewport::getOcclusionQuery() but without any result.
Maybe some OC query code around
for (UInt16 fi=0; fi < getMFForegrounds()->size(); fi++)
getForegrounds(fi)->draw(action, this);
line: 1435 file: OSGFBOViewport.cpp
could help? I am stuffed in this point with my project...
> 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?
>
>
Did anyone have the same problem?
------------------------------------------------------------------------------
Enter the BlackBerry Developer Challenge
This is your chance to win up to $100,000 in prizes! For a limited time,
vendors submitting new applications to BlackBerry App World(TM) will have
the opportunity to enter the BlackBerry Developer Challenge. See full prize
details at: http://p.sf.net/sfu/Challenge
_______________________________________________
Opensg-users mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users