Hi Robert, J.P., Guy,

sorry, I haven't followed the discussion about the MRT
patch completely, hence just my comments on it.


> 
> Art's comments of yesterday still has me wondering
> whether the vector of 
> render targets should be kept in RenderStage or
> whether they could go 
> into fbo. If MRT is only used with fbo, maybe
> RenderStage can then query 
> it for the targets (or maybe even make fbo call
> glDrawBuffers itself).
> 
I was speaking about fbo's because MRT is usualy used
with fbos. I have no idea if one do use MRT also with
pbuffers or something different, but as far as I know
the common way (or maybe the only one way) is to use
FBOs to do multiple targets.

Hence for me it was more normal to include that code
into FBO class. However there will be a question: if
it is possible to attach different FBOs to different
MRTs?

Hmm, I would suggest to use the patch you have already
provided. If one need some changes, we can do it
later, I think.

To the MRTs as StateAttribute, or per node choose;
Yes, Guy, you are right. Maybe there are some nodes
which do have a shader using multiple rendering
targets. However there will be still a question where
the result is written to. If you render the scene
through a camera, which do have only one normal
rendering target and a shader of a specific node do
write multiple outputs, then this is of course bad.
There is some kind of MRTVisitor or another concept
required, which checks how much MRT buffers to enable
before rendering the subgraph of the camera object.
And for that some kind of StateAttribute is required.


I would suggest to use the current patch as it is and
provide the proper per subgraph MRT visitors (which
will work inside of a camera or the fbo) later.
Because this two concept seems to be pretty orthogonal
to each other.

Best regards,
Art




> rgds
> jp
> 
> 
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