Hi,

On 21/02/11 17:29, "Martin Großer" wrote:
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?

unfortunately there is no way to get the old framebuffer contents from a shader. So, you are stuck with OpenGL blending (that operates on the framebuffer and your new data) or reading the old data from a texture (but then you can't write to that same texture).

What effect/processing are you trying to achieve?

jp


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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