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

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http://forum.openscenegraph.org/viewtopic.php?p=27116#27116





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