Yes I came from it but the example show the result at each iteration and i want 
to show only the resulting pass 
Further more the convergence of the iterative method is given using occlusion 
query so i cant use osgppu...
But thank for the advice



J.P. Delport wrote:
> Hi,
> 
> another FBO ping pong technique (without overriding) is shown in the 
> osggameoflife example.
> 
> You could also have a look at osgPPU.
> 
> cheers
> jp
> 
> On 03/06/10 14:39, Julien Valentin wrote:
> 
> > Hello,
> > 
> > I would like to do RTT via FBO .
> > For this i overload osg::Geometry class
> > and reimplements the drawimplementation method
> > it now looks like it:
> > 
> > Code:
> > 
> > myGeometry::drawimplemetation(renderinfo)const{
> > 
> > (_ext)->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbos[*_curst]);
> > glPushAttrib(GL_VIEWPORT_BIT | GL_COLOR_BUFFER_BIT);
> > osg::ref_ptr<osg::State>  st=new osg::State;
> > //load the pass dependant stateset
> > st->apply(_StateSet[*_curst].get());
> > renderInfo.setState(st);
> > glViewport(0,0,256, 256);
> > 
> > // Set the render target
> > glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
> > 
> > // Render as normal here
> > // output goes to the FBO and it’s attached textures
> > osg::Geometry::drawimplementation(renderinfo);
> > 
> > glPopAttrib();
> > 
> > //pingpong the render passes
> > if(*_curst==0)*_curst=1;
> > else *_curst=0;
> > }
> > 
> > 
> > 
> > To do my prerender stuff i add a prerender camera that draw the stuff
> > 
> > Code:
> > 
> > _Camera->setClearMask(GL_DEPTH_BUFFER_BIT);
> > // projection and view
> > _Camera->setProjectionMatrix(osg::Matrix::ortho2D(0,_TextureHeight,0,_TextureHeight));
> >       
> > _Camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1));
> > _Camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
> > _Camera->setViewMatrix(osg::Matrix::identity());
> > // viewport
> > _Camera->setViewport(0, 0, _TextureWidth, _TextureHeight);
> > _Camera->setRenderOrder(osg::Camera::PRE_RENDER,0);
> > 
> > 
> > 
> > and an other camera that display the generated texture
> > 
> > However I get an opengl error 0x506
> > I think it's due to the camera that handle the preprocess pass cause i 
> > don't know how to setup the render implementation as i overload it during 
> > myGeometry::drawimplementation
> > 
> > Can anyone give me an advice on how to do it ?
> > 
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=28539#28539
> > 
> > 
> > 
> > 
> > 
> > _______________________________________________
> > osg-users mailing list
> > 
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > 
> 
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28541#28541





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