Hello,

thank you very much for the three fast answers. I think the "ping pong 
processing" looks interesting.

I only want to render a texture by RTT and in the next run I render the texture 
again, but I don't want to replace the old texture. I would like blend the new 
rendering into the texture. Is this understandable so far?

Cheers

Martin

-------- Original-Nachricht --------
> Datum: Mon, 21 Feb 2011 17:07:41 +0200
> Von: "J.P. Delport" <[email protected]>
> An: OpenSceneGraph Users <[email protected]>
> Betreff: Re: [osg-users] Can I increment the gl_FragData?

> Hi,
> 
> you'll have to use "ping-pong" if you want to update a texture from a 
> current state. Have a look at the osggameoflife example.
> 
> cheers
> jp
> 
> On 21/02/11 16:52, "Martin Großer" wrote:
> > Hello,
> >
> > Have everyone experience with the gl shading language? I would like to
> do something like that on my texture (I use render to texture):
> >
> > gl_FragData[0] += vec(0.01,0,0,1);
> >
> > Is that possible? I want to increment the color in my texture in every
> render pass (in this case the red channel). I don't want to copy back to the
> cpu memory. And I use the FRAME_BUFFER_OBJECT. I guess the gl_FragData[0]
> is in every render pass zero (black). Is it possible to change that?
> >
> > Cheers
> >
> > Martin
> 
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