Hi,

On 03/06/10 16:26, Julien Valentin wrote:
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?

Sorry, I don't know...

The idea of overriding traverse AFAIR was to customise the order of traversal or do looping. I'm not sure if Geometry override can do something similar.

jp



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 ?

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