> I'm afraid I don't recall the details. When I merged the > submission I recall it working.
I believe you; the code certainly looks like it works. As I said in my original post, this is really a matter of how to trigger the code to do the blit from my app. Thanks for the svn log pointer. I'll see if I can find their email addresses and contact them directly, to see how they intended apps to access this code. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 > >From the svn log of FrameBufferObject.cpp we have the > associated contributors: > > -- > > 8453 | robert | 2008-06-18 21:24:12 +0100 (Wed, 18 Jun 2008) | 2 lines > > >From Michael Platings, implemented check against max number of > supported samples to ensure that the number of samples is > safely capped to what the hardware is capable of, avoidin g > GL errors and graceful fallback > > -------------------------------------------------------------- > ---------- > r8447 | robert | 2008-06-18 15:09:11 +0100 (Wed, 18 Jun 2008) > | 2 lines > > >From Michael Platings and Paul Palumbo, multi-sample FBO support > > -- > > Perhaps they can shed some light. > > Robert. > > On Wed, Aug 27, 2008 at 3:17 AM, Paul Martz > <[EMAIL PROTECTED]> wrote: > > Hi Robert -- I'm trying to render to texture using a multisampled > > framebuffer object, and subsequently need to call > glBlitFramebufferEXT > > in order to resolve the multisampled FBO into a buffer > object that I > > can use as a texture. > > > > As near as I can tell, the only OSG code that executes a > > glBlitFramebufferEXT is in RenderStage, and only when > > setMultisampleResolveFramebufferObject() has been set to non-NULL. > > Nothing in OSG appears to call this method, though, so I assume the > > intent is that I'd call it from my own app. If so, how > would I access > > the RenderStage to call this method? The RenderStage is only > > accessible via the SceneView and the CullVisitor objects, > so getting to it seems kind of awkward.. > > > > I'd expect to be able to set the resolve FBO through the RTT Camera > > itself, but there doesn't appear to be a way to do this, so > it seems > > like the next best solution would be to add a post draw callback to > > the RTT Camera and issue the glBlitFramebufferEXT call in this > > callback... or do you have a more elegant solution? > > > > Thanks for any help. > > > > Paul Martz > > Skew Matrix Software LLC > > http://www.skew-matrix.com > > +1 303 859 9466 > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. > > org > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce > negraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

