Hello,

 

I'm looking for a method to setup the depth buffer and possibly the
stencil buffer befor starting rendering a viewport.

 

Suppose I have rendered a viewport with complex geometry into textures
with a FBO. I know how to do that, but now I want to initialize the
color and depth/stencil buffer from these textures  for rendering a
second viewport. I have to render the second viewport a couple of times
dynamically and won't render the first viewport in this situation.

 

Can this be done with OpenSG? Can anyone give me an outline of such a
setup?

 

Best,

Johannes

 


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