I effectively already read this thread but it was a long time ago..
What I understand there is an advice of Group::traverse overriding..which is 
basically what i'm doing overriding Geometry::renderimpl() (considering a 
myGeometry as a 1 elmt Group)?
Am I wrong?
  

J.P. Delport wrote:
> Hi,
> 
> On 03/06/10 15:12, Julien Valentin wrote:
> 
> > 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
> > 
> 
> OK, I understand better now.
> 
> See this thread (if you haven't already):
> http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/50502
> 
> jp
> 
> 
> > 
> > 
> > 
> > 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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