> 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
> >
> >
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