Hi, I'm new to OSG and as part of my crash course decided to take on moving an openGL water shading mechanism and moving it to OSG. However, in doing so I've come upon a few scenarios I don't know how to handle and find sparse documentation for.
First, I'd like to know the best way to cause a render. Right now I'm trying this: Code: osgViewer::Viewer view; view.setCamera(camera); camera->attach(osg::Camera::COLOR_BUFFER, refraction); view.frame(); In this, the camera is set up by another function to render to a frame buffer object, this function simply takes the camera, binds it to a texture, loads it into an osgViewer and then calls frame. This was the only way I could think to cause a render. Second, what's the proper usage of Texture2D's copyTexSubImage2D? in openGL it would be Code: glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,0,0,texSize, texSize); but I can't find the equivalent of GL_TEXTURE_2D as an osgState which is what Texture2D requires. A note: I'm not using ref_ptrs. I know I probably should, but for the time being they add a complexity I'm not yet ready to deal with. Thanks in advance, Matt ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27116#27116 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

