Hello Ria,

On 06.06.2010 05:36, Ria Müller wrote:
> Dirk Reiners schrieb:
>> On 06/05/2010 04:09 PM, Ria Müller wrote:
>>> I try to do a depth of field effect in OpenSG using a two-pass
>>> Post-processing Shader.
>>> On the first pass the scene is rendered, outputting the color, depth and
>>> a blurriness factor (depending on the depth).
>>> On the second pass the image from the first pass is filtered with a
>>> variable-sized filter kernel to simulate the circle of confusion. The
>>> blurriness factor from the first pass controls the size of the filter
>>> kernel.
>>>
>>> For being able to render in the scene to multiple buffers (color in
>>> RGBA8 and blurfactor in RGBA16) at one time I need to use multiple
>>> Render Targets. Unfortunately I'm very new to OpenSG and using 1.8 I
>>> couldn't find any descriptions or examples how to do that.
>>> Up to now I create two diffrent textures and attach them to an
>>> FBOViewport-Object:

hm, that sounds like the right approach in general. Are you perhaps on 
hardware that does not support render targets with different bits per 
fragment (you have 32 for the color target and 64 for the blurfactor 
target)?

>> sorry, I don't have the time to look into the details of your code right now.
>> But in general FBO support is much better in OpenSG 2. What you're trying to 
>> do
>> is probably pretty simple based on Carsten's Deferred Shading framework, 
>> which
>> has to do post-processing anyway.
>>
>> Carsten, can you comment a little bit on this one?

sorry for the delay, my graphics card decided to quit service yesterday...

> thank you for your fast answer.
> Unfortunately I need to use OpenSG 1.8 because  I use a Stereosystem
> which is based on this version.
> Nevertheless I am interested in Carsten's Deferred Shading framework.
> Maybe I can get some hints from it.

FWIW, I think a better example in 2.0 is the HDRStage since it has a 
pretty similar approach, i.e. render the scene to FBO and run a 
post-processing step over it.

> Does anybody know what the warning " FBO initialize pre OpenGL error:
> invalid operation!" means?

It reports the OpenGL error "Invalid Operation". What exactly causes 
this errors is unfortunately a bit tricky to tell as the  place where it 
reports the error is *before* initializing an FBO (so the error does not 
necessarily have anything to do with the FBO, but is only the place 
where it is first caught).
The easiest way to find out what exactly causes the error is to run the 
program under an OpenGL debugger.

        Cheers,
                Carsten

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