Hi,

Roman Grigoriev wrote:
> Sorry for my outlook but here is the original message<неиThanx for your
> reply but I need to explain what I want<неиI've seen stereomatch but I need
> to implement another thing.<неиI try to explain. So I try to make clouds
> rendering on GPU using cellular automata.<неиSo initial states are in
> texture1 and using FBO, attached to texture2 and pixel shader, I calculate
> states and write it to FBO texture2.<неиSo now for this steps initial steps
> are in texture2 and here is the main question how can I "disapply" texture2
> from FBO and apply to texture1.<неиIn OSGPPU it was made by copying to
> additional texture so there is no any discomfort to programmer. But this
> trick need to use additional pass <неиIn my case copying 2048*2048 textures
> can take very long time. so I need dynamically change FBO -
> tex1,nextframe-tex2,nextframe-tex1,nextframe-tex2.<неиThe main problem that
> FBO statically applying when you create camera and in current OSG you can't
> dynamically change FBO attachment.<неиSo I'm newbie in OSG so if some
> explanations with code are welcome.<неиThanx in advance<неиPS: I found

> another technique. <неиWhat do you thing about
> that?<неиhttp://www.m3xbox.com/GPU_blog/?tag=ping-pong<<неи<неи

I think this is exactly what I described in my previous mail. You could 
even get away with not calling glDrawBuffer every frame, because if you 
use glDrawBuffers (multiple render targets, see 
osgmultiplerendertargets) then both textures are attached every frame 
anyway.

regards
jp

> 
> 
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