okay I have a trick:
I have to render my preprocessed texture in my main scene with a dummy geometry 
I attached to in order texture changes to be display in the second debug view 
...
Do you see a less dirty way to do this?...



mp3butcher wrote:
> Hello all,
> I try to rexplain my problem(cf 
> http://forum.openscenegraph.org/viewtopic.php?t=5016)
> 
> I 'm trying to use the RTT to build an algorithm of fast iterative method
> it's a 2 render step:
> 1)build the 2ndpass input texture combining datas from several inputs 
> textures to one with a fragment shader.
> 1)loop a shader on the input texture (ping pong textures) untill a no more 
> pixel are drawn(occlusion query).
> 
> For this I made a FMMquerygeometry that performs the occlusion query and the 
> loop throught Geometry::drawimplementation:
> FMMquerygeometry  : public geometry{
> 
> Code:
> 
> drawimplementation(){
> while(nottheend){
> beginocclusionquery
> Geometry::drawimplementation()
> endquery()
> }
> }
> 
> 
> 
> 
> And I build 2 prerender cameras performing the 2 render pass via FBO.
> 
> 
> For debug purpose I use a compositeviewer one view displays:
> Scene---prerenderCamera1stpass
>         |---prerenderCamera2ndpass
>         |-Main object using the output texture
> the other view displays the debug result of the rtt 2nd pass (using a 
> textured quad and ortho projection)
> 
> My problem is that the texture displayed in the debug view are always the 
> same as if nothing have been done ( the original allocated osg::Image 
> attached to 2ndpass outputtexture)
> Thank by advance
> 
> To force this update I 've attached to OutputTexture->getImage() to the 
> colorbuffer of my 2ndpass camera....
> But the problem is now that:
> 1)It make a GPU->CPU copy for nothing
> 2)When I change Inputs Textures along the time (by changing attached image 
> and call dirty) the debug view results doesn't change ....but If I try 
> attaching the 1st prerender camera to the outputtexture's image the debug 
> view show me evolutions of the 1st pass over the time...
> 
> Then how can i have the debug view working when it is based on an other scene 
> prerendering?


------------------
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http://forum.openscenegraph.org/viewtopic.php?p=24533#24533





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