Hi, Roman Grigoriev wrote: > Thanx I've done and it works fine.
Cool, maybe you can add an example :) > <ÎÅÉLittle question about attaching input > textures - what do you recommend attach 2 FBO textures and switch them in > shader<ÎÅÉOr switch textures in stateset? I have not experimented with this myself, so cannot really say which is better. If you have a shader anyway, then the shader option makes sense. If you do not use a shader in the FBO, then maybe stateset switch is easier. In terms of speed difference, you will have to benchmark it yourself. regards jp <ÎÅÉ <ÎÅÉ<ÎÅÉ-----Original > Message-----<ÎÅÉFrom: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of J.P. > Delport<ÎÅÉSent: Wednesday, April 30, 2008 12:21 PM<ÎÅÉTo: OpenSceneGraph > Users<ÎÅÉSubject: Re: [osg-users] Ping Pong > rendering<ÎÅÉ<ÎÅÉHi,<ÎÅÉ<ÎÅÉRoman Grigoriev wrote:<ÎÅÉ> Sorry for my outlook > but here is the original message<ÎÅÉThanx for your<ÎÅÉ> reply but I need to > explain what I want<ÎÅÉI've seen stereomatch but I need<ÎÅÉ> to implement > another thing.<ÎÅÉI try to explain. So I try to make clouds<ÎÅÉ> rendering > on GPU using cellular automata.<ÎÅÉSo initial states are in<ÎÅÉ> texture1 > and using FBO, attached to texture2 and pixel shader, I calculate<ÎÅÉ> > states and write it to FBO texture2.<ÎÅÉSo now for this steps initial > steps<ÎÅÉ> are in texture2 and here is the main question how can I > "disapply" texture2<ÎÅÉ> from FBO and apply to texture1.<ÎÅÉIn OSGPPU it was > made by copying to<ÎÅÉ> additional texture so there is no any discomfort to > programmer. But this<ÎÅÉ> trick need to use additional pass <ÎÅÉIn my case > copying 2048*2048 textures<ÎÅÉ> can take very long time. so I need > dynamically change FBO -<ÎÅÉ> > tex1,nextframe-tex2,nextframe-tex1,nextframe-tex2.<ÎÅÉThe main problem > that<ÎÅÉ> FBO statically applying when you create camera and in current OSG > you can't<ÎÅÉ> dynamically change FBO attachment.<ÎÅÉSo I'm newbie in OSG so > if some<ÎÅÉ> explanations with code are welcome.<ÎÅÉThanx in advance<ÎÅÉPS: > I found<ÎÅÉ<ÎÅÉ> another technique. <ÎÅÉWhat do you thing about<ÎÅÉ> > that?<ÎÅÉhttp://www.m3xbox.com/GPU_blog/?tag=ping-pong<<ÎÅÉ<ÎÅÉ<ÎÅÉ<ÎÅÉI > think this is exactly what I described in my previous mail. You could > <ÎÅÉeven get away with not calling glDrawBuffer every frame, because if you > <ÎÅÉuse glDrawBuffers (multiple render targets, see > <ÎÅÉosgmultiplerendertargets) then both textures are attached every frame > <ÎÅÉanyway.<ÎÅÉ<ÎÅÉregards<ÎÅÉjp<ÎÅÉ<ÎÅÉ> <ÎÅÉ> <ÎÅÉ> > _______________________________________________<ÎÅÉ> osg-users mailing > list<ÎÅÉ> [email protected]<ÎÅÉ> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org<ÎÅ > É<ÎÅÉ-- <ÎÅÉThis message is subject to the CSIR's copyright terms and > conditions, e-mail legal notice, and implemented Open Document Format (ODF) > standard. <ÎÅÉThe full disclaimer details can be found at > http://www.csir.co.za/disclaimer.html.<ÎÅÉ<ÎÅÉThis message has been scanned > for viruses and dangerous content by MailScanner, <ÎÅÉand is believed to be > clean. MailScanner thanks Transtec Computers for their > support.<ÎÅÉ<ÎÅÉ_______________________________________________<ÎÅÉosg-users > mailing > list<[EMAIL PROTECTED]<ÎÅÉhttp://lists.openscenegraph.or > g/listinfo.cgi/osg-users-openscenegraph.org<ÎÅÉ > > > > > > ------------------------------------------------------------------------ > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

