Hi Art,

I wouldn't be too discouraged from the ideal of having an
osg::DrawBuffers StateAttribute, it wouldn't be something you'd
integrated into osg::State though any more than you'd do it with other
OpenGL state.

Whether it should be a StateAttribute is really down to how useful it
will be outside the context of osg::Camera, it is, and it looks to be
the case for you then it makes sense.  However, there if its only you
who needs it because you don't use osg::Camera's RTT support then
there is nothing stopping you from implementing yourself as you own
custom StateAttribute.

Robert.

On Tue, Apr 1, 2008 at 3:49 PM, Art Tevs <[EMAIL PROTECTED]> wrote:
> Hi Robert, J.P.,
>
>  Of course the camera is a good place for it. However I
>  would also prefer to have it somewhere else, because I
>  am not always using cameras to make render to texture.
>  Ok, maybe I am the one who is using the FBOs and RTT
>  functionality out of the camera ;-)
>
>  Hmm, maybe I was to fast in the conclusion that MRT
>  support as StateAttribute would be a good idea. What I
>   thought was to have it somewhere in the State, so
>  that one can enable or disable draw buffers
>  independently of the camera.
>
>  The State do already contain such specific stuff like
>  Multitexturing or Matricies (projection and view
>  matrix). Hence additional methods to manage the draw
>  buffers, may be helpful in the future.
>
>
>  Best regards,
>  Art
>
>
>  --- Robert Osfield <[EMAIL PROTECTED]> schrieb:
>
>
>
>  > Hi Art & J.P,
>  >
>  > I'm curious about the going for a custom
>  > StateAttribute for
>  > DrawBuffers.  In terms of encapsulation osg::Camera
>  > isn't a bad place
>  > for it, as there is already lots of RTT support
>  > there already.  If
>  > there are cases when you want to enable/disable
>  > different combinations
>  > of DrawBuffers within on RTT subgraph then the
>  > StateAttribute is
>  > certainly the way to go.
>  >
>  > I haven't yet player with MRT yet though so can't
>  > really give too much
>  > insight based on experience so am all ears.
>  >
>  > Robert.
>  >
>  > On Tue, Apr 1, 2008 at 1:08 PM, Art Tevs
>  > <[EMAIL PROTECTED]> wrote:
>  > > Hi J.P.
>  > >
>  > >  I am also using MRT, however completely without
>  > >  osg::Camera.
>  > >
>  > >  However since I am working with FBOs directly I
>  > would
>  > >  prefer to have something like an extra
>  > StateAttribute
>  > >  or something which should setup the MRT. Or maybe
>  > the
>  > >  setDrawBuffers as an extra method in the FBO
>  > code.
>  > >
>  > >  I think having the MRT (enable/disable) as a
>  > >  StateAttribute would be the more general way.
>  > However
>  > >  this would probably require some extra changing
>  > in the
>  > >  RenderStage or wherever to detect that extra
>  > >  StateAttribute.
>  > >
>  > >  What do you think, guys?
>  > >
>  > >
>  > >  Cheers,
>  > >  Art
>  > >
>  > >
>  > >
>  > >  --- "J.P. Delport" <[EMAIL PROTECTED]>
>  > schrieb:
>  > >
>  > >
>  > >
>  > >  > Hi Wojtek,
>  > >  >
>  > >  > Wojciech Lewandowski wrote:
>  > >  > > I tried to compile it and link on Windows
>  > with
>  > >  > latest SVN. Compiled and
>  > >  > > linked fine.I ran osg prerender and shadow
>  > exmples
>  > >  > with fbo. Again no
>  > >  > > problems. But frankly haven't tested MRT
>  > >  > functionality at all.
>  > >  >
>  > >  > thanks for the testing, I'm glad other fbo code
>  > is
>  > >  > still fine.
>  > >  >
>  > >  > We are using MRT for two projects here and it
>  > works
>  > >  > on Windows and
>  > >  > Linux, so 'it works for me (TM)'. I'll submit
>  > it.
>  > >  >
>  > >  > thanks
>  > >  > jp
>  > >  >
>  > >  > >
>  > >  > > Cheers,
>  > >  > > Wojtek
>  > >  > >
>  > >  > >
>  > >  >
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