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
> > > >>
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