Hi Paul,

That's _almost_ what I'm looking for, but not quite. I'm specifically interested in the case where a single Camera creates two FBOs to support multisampling, and I want a depth buffer in one FBO but not the other. (See my original post for more detail.) Currently, I always get a depth buffer in both FBOs which is not what I want.

With your change, if I attach depth to the Camera, then I also get a depth buffer in both FBOs, and if I don't attach a depth buffer to the Camera, then I don't get a depth buffer in either FBO, which is also not what I want. So your solution, as currently coded, won't help with my situation.

Ok, thanks, now I see whats the problem. I thought you were using two cameras. I was unaware that RenderStage allocates second multisample FBO. Indeed, turning off FORCE_DEPTH_ATTACHMENT won't help much. For this case it should be possible to seperately define attachments for main FBO and mutlisample FBO.

Maybe you can overcome your problem with "creative" use of two cams and FORCE_DEPTH_ATTACHMENT == 0: One without multismapling but with depth buffer and shared texture as color buffer. And second camera which would have multisample buffer, no depth buffer, and would share main color buffer texture with first camera. I now its not long term solution but maybe such hack would temporarily work for you ?

Cheers,
Wojtek
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