Hello Carsten,

I have successfully implemented the printing code without the FBOs. I have 
managed to assemble the separately generated tile images to one huge image. 
This works fine but is quite slow.

Now, I would like to give the FBOs a try. I did study the fbotexture.cpp 
example, but I have still problems on how to setup my scene for printing. 
Let me ask some questions and give an outline of my scene setup.

Do I need a TextureBuffer object in order to get the final rendered image? 
I.e. can I build a FBO setup for my scene with three RenderBuffers for 
color, depth and stencil in analogy to the render window? I would like to 
avoid the TextureBuffer, since I did read, that the TextureBuffer does not 
support stencil and multisampling(?).

Do I need a special SimpleStage object or can I attach the FrameBufferObject 
directly to the internal root node(s) of my scene?

Can I share the FBO camera and the background with the respective objects 
handled by my scene manager.

Can I use a FBO to render all of my views into the FBO's render buffers?

How should I handle the render action? I have a 'CompositeViewer' object 
which handles the 'view' setup of my scene as well as the render window. 
Additionally, it  manages the render action and provides a 'redraw' method 
which simply delegates to the window's 'render' interface. My 'view' objects 
are thin wrappers around the OpenSG viewport, background, camera and my 
'scene manager' objects . The 'scene manager', finally, holds the scene with 
light definition and camera setup. I once used the OpenSG simple scene 
manager as starting point of these classes.

My goal would be to setup a FBO on the level of my CompositeViewer. Then to 
render with the provided redraw interface [_win->render(_action)]  i.e. 
render all of my viewports and to get hand on an image taken from the FBO 
color buffer (RenderBuffer). After that I would like to remove the FBO and 
to render my window as normally done with may redraw interface. Is this 
feasible?

I would like to stretch that I actually have multiple viewports with 
separate scenes with separate cameras and backgrounds. It is also possible 
that the viewports are overlapping. These viewport all render into the same 
window which might be a application driven passive window.

Any hint and help would be welcomed. I think that my problem is that I do 
not have thorougly understand the OpenSG FBOs and render buffers.

Best,
Johannes




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