Hi Sergey, I'm not entirely clearly on your question as there was a lot of text, before anything that looked like a query. I think the answer to what I think your question was... The OSG doesn't currently support reusing the same texture/FBO between multiple Camera as the rendering backend build the FBO automatically on demand for each Camera.
There is a possibility that you might be able to achieve FBO sharing by creating your own FBO an attaching it to the Camera's directly so the rendering back end simply reuses it. I have never tried this though... Robert. On Jan 6, 2008 8:04 PM, Sergey Kurdakov <[EMAIL PROTECTED]> wrote: > Hello, > > I have the following application – > > 1) I have multiple RTT ( for blum shader ) and set them the following way > > Root > > + Camera1: draw scene, RTT to texture1 (PRE_RENDER) > > + Camera2: draw scene with another shader to texture2 ( on a quad > covering the screen (ortho2D absolute proj > matrix), textured with texture1, RTT to texture2 (PRE_RENDER) > > + Camera3: draw a quad covering the screen, textured with texture2, > > RTT to texture3 (PRE_RENDER) > > ......... > > + Camera(4): draw a quad covering the screen, textured with > texture4, no RTT (POST_RENDER) > > > camera1 – draws scene to texture1 > > camera2 draws the same scene to texture2 with shader which makes > dark parts to be darker > > camera3 blurs texture2 ones to texture3 > camera 4 – combines texture3 with texture1 > > this works OK. > > 2) now for CameraNode3 I'd like to have multipass to make several pass > of blur shader. Multipass uses osg Groups and attached states so that > bin2 uses as input texture from bin1 > > in case of such an arrangement > camera3 > | > ---------------------------------------- > | | > Group - new StateSet (bin 1) Group - new StateSet (bin 2 ) > | | > --------------------------------------- > | > SubGraph to render > > > > > > Only one pass is executed > > > > Now if the arrangement is > > Camera3 > | > --- > | > Group - new StateSet (bin 1) ---- > | | > Group - new StateSet (bin 2 ) | > | | > -------------------------------- > | > SubGraph to render > > > The result is the same – only one pass is rendered ( depending how I > will assign numerical values to bin 1 and bin 2 ). > > > What could be fixed here so that I could reuse the output texture from > one rtt several times ? > > > Also as it is related > > I know that Ben Cain developed a code > > On Dec 19, 2007 11:00 PM, Ben Cain > > Wrote > > > > I've written some classes that implement RTT and post-filtering using OSG > > > > And this code might help me. > > > it looks like he shared his code with some developers but it is still > not in wiki, or did I miss something ? Could anyone help to get it, > please ? > > > Best regards > Sergey Kurdakov > sergey.forum(_AT_)gmail.com > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

