Hi Aurelien,

I've just done my first pass review and still haven't yet got my head fully
around it's usage, and in particular whether it's the best way to tackle
the problem.  Would it be possible for you to write a small OSG example
that illustrates how you use it?

One thing I'd like to do is make sure that any new DrawBuffer class fits in
naturally with the rest of FBO usage and doesn't result in confusion and
misuse by members of the community.

Cheers,
Robert.


On 16 October 2013 13:56, Aurelien Albert <[email protected]>wrote:

> Hi,
>
> Is there a submission with a usefull class I often use in my code.
>
> This is a StateAttribute which call "glDrawBuffers" to switch on/off
> render buffers.
>
> This is usefull in some situations, for example, for deferred rendering
> you usually need :
>  - more than 2 draw buffers
>  - more than 1 render pass
>
> Using this StateAttribute, you can allocate a single FBO with all render
> textures attached, and then switch between render targets without any FBO
> switch.
>
> This can lead to seriously improved performances (FBO switch is a slow
> operation, enabling/disabling a draw buffer is really quick).
>
> I know this is more a "tool" than a classic StateAttribute, but I think
> this is the only way to properly insert calls to "glDrawBuffers" into an
> OSG renderGraph. Because of this, there is no serializer associated to this
> class, and people who use it should be carefull about its usage.
>
> Thank you!
>
> Cheers,
> Aurelien
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=56803#56803
>
>
>
>
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