Ok, I didn't understood that. So, either way I need the ping pong process. I am 
writing the ping pong version at the moment. I hope this works but more about 
that later. :-)

Regards,

Martin


-------- Original-Nachricht --------
> Datum: Wed, 23 Feb 2011 10:31:34 +0100
> Von: Juan Hernando <[email protected]>
> An: OpenSceneGraph Users <[email protected]>
> Betreff: Re: [osg-users] Can I increment the gl_FragData?

> > Yes the baseTex is bound as input texture and it is also the render
> > target of the FBO. I thought I can use the blendequation for the
> > iterative adding of a texture. Did I misunderstood that?
> With the blend equations you can mix and incoming fragment with the 
> value stored in the framebuffer for the corresponding pixel/sample. For 
> example, you can create a FBO with just a color buffer texture, clear it 
> to 0 and then, for each incoming fragment, use additive blending to 
> count fragments per pixel.
> You can't use a texture as both input and output because the results are 
> completely undefined. The memory pipeline is deep and blending 
> operations are performed in special hardware units closely coupled to 
> the memory controller. Add texture caches to the picture and it becomes 
> impossible to predict what might happen if you write non-conformant 
> code. In your case, the typical results are what you were seeing 
> yesterday, the texture doesn't seem to get updated or you get a funny 
> recursive pattern.
> If you want to add two (or more) textures, then attach each texture to a 
> different quad and create an extra texture as the framebuffer target. 
> You will have to ping-pong the output texture and one of the input 
> textures if you are going to use only two input textures and repeat the 
> procedure iteratively.
> 
> Juan
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> osg-users mailing list
> [email protected]
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