Hello Michael, On 2014-10-07 13:14, Michael Raab wrote: > this way it works much better. But there is one thing remaining. We have > some shaders that a time dependent. So I have to update a uniform > variable before each frame.
ok. > During video capture I have to update that var, render to FBO (for the > video frame) and afterwards render to backbuffer (the usual frame). The > variable update seems to affect only the FBO rendering. just to make sure I understand it correctly: the variable has (or should have) the same value when rendering to the FBO and the regular back buffer? > In the usual scene rendering the timed shader behavior stops until the > video capturing gets stopped. I checked with gDebugger and in case of > capturing the video the GLContext receives a copy of the initial shading > program and the variable update seems to affect only this. Hmm, here I'm not sure I can follow: my understanding was that your setup now only has one GL context (Window) that is used for both rendering to the FBO as well as the regular back buffer and so there should only be one instance of the shader program? Do you think you can track down where that copy comes from, because I have a feeling that there should not be a copy in the first place - that way there would also not be any confusion which program's uniform value gets updated. Cheers, Carsten ------------------------------------------------------------------------------ Meet PCI DSS 3.0 Compliance Requirements with EventLog Analyzer Achieve PCI DSS 3.0 Compliant Status with Out-of-the-box PCI DSS Reports Are you Audit-Ready for PCI DSS 3.0 Compliance? Download White paper Comply to PCI DSS 3.0 Requirement 10 and 11.5 with EventLog Analyzer http://pubads.g.doubleclick.net/gampad/clk?id=154622311&iu=/4140/ostg.clktrk _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users