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
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