Hi Miika, J.P., ok, after hours of thinking and studying of OSG's source code, I have to admit, that this would not be an easy task to solve that issue.
The problem is that, even if I am able to restore any FBO attribute, FBOs used by cameras will break the whole thing down :( Imagine this simple scene graph: mainCamera->FBO 1 | +---slaveCamera->FBO 2 -- scene -- Node->FBO 3 | scene So whenever now slaveCamera is activated, the corresponding FBO will be bound. However, the problem is that this FBO is not handled like an Attribute, so that it can be pushed and popped, no it is a hard coded call to enable FBO. Now, whenever I have a node, which uses another FBO, this will cause the traverser to pop the FBO 3 after rendering of Node, and hence even pop the FBO out of the mainCamera. So in order to get rid of circumstances to change OSG code, I decided to patch osgPPU to handle FBOs manually. Hence, now whenever a Unit is rendered, it first pushes current FBO on stack and then activates its own. After rendering is done, it does activates the previous FBO back. Now, Miika, your examples works like a charme. Yeah, I still remember that very first version of osgPPU handled FBOs on its own. However I droped that handling, because there were issues with multithreading. It seems that now, there are no such issue sanymore. So, take a look into current osgPPU svn trunk. Please test it and let me know, if you experience other issues with it. J.P. could you also test new osgPPU in your application. The changes are not trivial and hence may even introduce new bugs (I would expect them in handling of multiple rendering targets). Cheers, Art ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16096#16096 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

