Hi Omar,

I haven't personally tested render to texture (RTT) with Texture3D
yet, but in theory all the wiring for it is in place.  A couple of
months back I recall another user initially trying to RTT with
Texture3D and found problems, but I believe he got things working in
the end.  Hopefully the user in question with spot this thread and
provide us some insight.

OSG wise I think it'd be useful to modify and existing example, or
perhaps write a new one that tests this particular feature, then we
can use this as test bed to get the feature fully working, as well as
provide guidance to others trying to solve similar tasks.

Robert.

On Thu, Jun 19, 2008 at 3:48 PM, Omar <[EMAIL PROTECTED]> wrote:
> Hello
>
> Im trying to setup a RTT to a 3D texture. However i cant see any changes
> to the texture when i render to it. Im attaching texture3D a 4 layer 3D
> texture(diffrent image on each slice). This is rendered on a quad; all
> of this works fine. Both the quad and the texture3D are made
> in createModel(); which i wont paste here because it is the same as the
> 3D texture example.
>
> This texture3D is rendered to by a RTT camera, the camera has no
> children so it should render the clear colour of bright green? (even
> when it has children it doesnt change the texture its rendering to), as
> in the code below it should make slice 1 a bright green colour if the
> RTT works.
>
> Unfortunatly i just get the same 4 layers i started with, the RTT doesnt
> change the texture.
>
> osg::Node* node =createModel();
> osg::Camera* camera = new osg::Camera;
>
> camera->setClearColor(osg::Vec4(0.1f,1.0f,0.3f,1.0f));
> camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
>
>   // set viewport
>
> camera->setViewport(0,0,texture3D->getTextureWidth(),texture3D->getTextureHeight());
>
>
> camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
> camera->setRenderOrder(osg::Camera::PRE_RENDER);
> camera->attach (osg::Camera::COLOR_BUFFER ,texture3D,0,1,false);
>
> osg::Group*root = new osg::Group();
>
>
> root->addChild(node);
>   //camera->addChild(node);
> root->addChild(camera);
> viewer->setSceneData(root);
>
> return viewer->run();
>
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