Hi,
Some background: I've been fooling around with changing the format of render
buffers and attachments on the fly, e.g. changing the number of
multisamples. I can't make this work, either by changing the attachments of
slave cameras or by stopping threading, deleting all the slave cameras,
changing their attachments, and starting threading again. The result
displayed on the screen seems to be coming from a frame buffer object that
is not being used anymore. It does work to create cameras with the desired
attachments and formats in advance and enable / disabled them with node
masks, but I'd like to be able to cycle through all the supported color and
depth formats, so that seems like a wasteful approach.

Anyway, I'm willing to dive in and figure out what's going on, but first, a
question. I notice that the frame buffer object (and resolve_fbo for
multisampling) are stored with the RenderStage. So that means that there at
least two FrameBufferObjects and their attachments allocated per camera that
uses attachments. Is this a problem, or am I showing my ignorance of the
situation? Do allocated frame buffer objects and attachments use up a lot of
memory? It seems like we could make do with one fbo + one resolve fbo per
camera.

Thanks,
Tim
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