Hi Anthousis,

On Tue, Apr 12, 2011 at 10:08 AM, Anthousis Andreadis
<[email protected]> wrote:
> my first attempt was using the _bufferAttachmentMap and i got no results. 
> Actually the code never entered the loop so the structure should be empty, (i 
> attach only texture to the camera). Reading from the camera on the other hand 
> performed what i expected.

It's a while since I work on this specific part of RenderStage.cpp but
reviewing the code now it looks to me like _bufferAttachmentMap is
only used keeping tabs on what buffers needt to be copied to images
after then rendering is done.  If no image is copied then there is no
entry for it.   This member variable is poorly named in that this role
isn't obvious - instead it reads like it's a mirror of the Camera
buffer attachment map, but it's not this.

So I think your code is correct in use of the Camera's buffer
attachment map.  One thing I think probably needs clarifying is the
settings of the glReadBuffer/glDrawBuffer within the loop, but there
isn't a reset of this afterwards which leaves the read and draw buffer
in a state that may effect later OpenGL code, and there isn't an
equivilant setting prior to th original glBlitFramebuffer call which
means that it's potentially could be effected by any previous settings
of glReadBuffer/glDrawBuffer.

It would be useful to tie the issue of glReadBuffer/glDrawBuffer down
before merging this submission.

Robert.
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