Hi J.P, I've now merged and submitted your example to OpenSceneGraph
and OpenSceneGraph-Data svn/trunk, nice little example BTW :-)

On Tue, Oct 14, 2008 at 3:16 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> Hi J.P,
>
> Thanks for the cleaned up example.  I've begun merging but looking at
> the shders program I do wonder if I could just integrate this shader
> directly into the application.  I've recently added an osg2cpp utility
> that converts shader files into .cpp's that declare the program as a
> char[] that can be included into your app and compiled in.  I've used
> this approach in updates to osgvolume.
>
> Would you be happy for me to make this change to your code?
>
> Robert.
>
> On Mon, Oct 13, 2008 at 1:57 PM, J.P. Delport <[EMAIL PROTECTED]> wrote:
>> Hi Robert,
>>
>> attached pls find a cleaned up version of the game of life example.
>>
>> The example illustrates, using Conway's game of life [1], how to do
>> flip-flop (aka ping-pong) rendering using two textures and FBOs. It uses two
>> branches, each with a camera, one of which is selected during a rendering
>> pass [2].
>>
>> [1] http://en.wikipedia.org/wiki/Conway's_Game_of_Life
>> [2] This is not the only (or fastest) way to do it, but an easy way in OSG.
>>
>> Run with e.g.
>> osggameoflife --startim Images/land_shallow_topo_2048.jpg
>>
>> rgds
>> jp
>>
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