Hi,

MRTs are simply not supported in 1.8x, you have to render at least twice, when
a blur-factor shall also be outputted...
Concerning the GL error: this often happens in combination with foregrounds,
but I never have dug deeper into it (though I should have), since it works
nonetheless.

Bye
Yvonne

Am So, 6.06.2010, 17:55, schrieb Carsten Neumann:
>       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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---
Yvonne Jung
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