Hi Miika,
miika wrote: > Alright, thanks. At least I know what it's about now, it was driving me crazy > because I had no idea whether it was because of me or osgPPU or OSG itself. I > guess I'll have to try and hack together something that sort of circumvents > the more elegant structures of OSG to handle this for the time being. Or > perhaps just take a more deferred route, so that the actual shading itself is > more like a post process too. Drop a line in this thread or somewhere if > there's some progress with this issue someday. > I am decided to work out some patch for osg to support this. OSG is capable of pushing and popping of texture attributes while traversing the graph. The same thing must also happen for the FBOs. Of course, some elegant solution which covers almost anything is better, however I htink only pushing and popping the FBOs is already what everybody needs ;) > > Also while I'm at it, something unrelated... Was there any clean way to > enable trilinear filtering in osgPPU? It's pretty useful for quick and dirty > variable sized blurring with mipmaps in some post processing things. osgPPU > seems to explicitly disable it in UnitInMipmapOut::enableMipmapGeneration(), > I got around that by modifying one of the values there to > LINEAR_MIPMAP_LINEAR but that't not a very nice solution of course. Could > there be an option to set that, for example? > Currently there is no such direct way. You could do this by changing the texture parameters of output textures (or input) of ppus. So not changing the default values in osgPPU, but just changing the texture settings later. Other way would be that you add this functionality to osgPPU and I would include it into the repository ;) Cheers, art ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16069#16069 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

