Hello, I think the GameOfLife example probably can work. Yesterday I implement this, but it doesn't work. Maybe I have a bug in my implementation because now, I changed the output line of the gameoflife fragment shader code.
Fromt: gl_FragColor = outval; To: gl_FragColor = texture2DRect(textureIn, texCoord) + 0.0025; Then I start the example and this works. And that is fast. I have a InTexture with a resolution of 2048x2048 and my frame rate was 1600 fps. Are there any objections to this method (disadvantages)? It seems to me that is similar to a double buffer and I like this idea. Cheers Martin -------- Original-Nachricht -------- > Datum: Tue, 22 Feb 2011 11:13:18 +0100 > Von: "Martin Großer" <[email protected]> > An: OpenSceneGraph Users <[email protected]> > Betreff: Re: [osg-users] Can I increment the gl_FragData? > Hello, > > Additionally, I do this with rtt into a image, but it is to slow. And now > I want to do this into a texture and that is my motivation. > > Cheers > > Martin > > > -------- Original-Nachricht -------- > > Datum: Tue, 22 Feb 2011 11:06:03 +0100 > > Von: "Martin Großer" <[email protected]> > > An: OpenSceneGraph Users <[email protected]> > > Betreff: Re: [osg-users] Can I increment the gl_FragData? > > > Hello, > > > > that is bad. :-( > > So, I want to blend (for example add) textures iterative. > > Here in pseudo code: > > > > while(1) > > { > > Tex0 = Tex0 + Tex1; // Tex0 + Tex1 is calculate in a glsl shader > > } > > > > Thanks for your tips. > > > > Cheers > > > > Martin > > > > -------- Original-Nachricht -------- > > > Datum: Tue, 22 Feb 2011 08:58:05 +0200 > > > Von: "J.P. Delport" <[email protected]> > > > An: OpenSceneGraph Users <[email protected]> > > > Betreff: Re: [osg-users] Can I increment the gl_FragData? > > > > > 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 > > > >> > > > >> -- This message is subject to the CSIR's copyright terms and > > > >> conditions, e-mail legal notice, and implemented Open Document > > > >> Format (ODF) standard. The full disclaimer details can be found at > > > >> http://www.csir.co.za/disclaimer.html. > > > >> > > > >> This message has been scanned for viruses and dangerous content by > > > >> MailScanner, and is believed to be clean. 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