Hi Anthousis,

thanks for looking into this.

rgds
jp

On 08/04/11 16:22, Anthousis Andreadis wrote:
Ok i think i fixed the issue.

When you have an FBO with Multisample you have to perform the blit
operation from the MS FBO to a simple FBO.

When the FBO has MRT you have to perform a blit operation per
COLOR_ATTACHMENT.

so basically you have to perform the

glReadBuffer
glDrawBuffer
glBlitFrameBuffer

once per attachment.

In the RenderStage.cpp this was done only once.

I will post a submission in the corresponding list with the changes.

Anthousis Andreadis

On Fri, Apr 8, 2011 at 1:04 PM, dimi christop <[email protected]
<mailto:[email protected]>> wrote:

    As far I understand, what you are saying is that as soon as you enable
    multisampling
    on the FBOs you can not use the multiple render targets. All targets
    show the
    same thing as the first one.
    But this is not the case when you dont use a multisampled FBO.

    I had the exact same problem and dropped the efford to find a
    solution as soon
    I found that probably something inside osg was the culprit. All my
    pure OpenGL
    examples were running fine.
    What does OSGPPU do to handle multisampled FBOs?

    Dimi



    ----- Original Message ----
    From: Anthousis Andreadis <[email protected]
    <mailto:[email protected]>>
    To: [email protected]
    <mailto:[email protected]>
    Sent: Thu, April 7, 2011 11:39:20 AM
    Subject: [osg-users] Multiple Render Targets & Multisampling

    Hi,

    Has anyone tried to do any advanced* multisampled post effect using osg?
    If yes, I would like to know the "best osg path" to achieve this.

    *deferred rendered for example

    I have tried to attach a texture to a camera along with the
    multipleSamples and
    multisampleColorSamples values.

    This works ONLY when i have one rendertarget. In all other cases in
    the final
    compositing shader,
    i see only the first (and not the 2nd 3rd etc ) render target. The
    other render
    targets are not black, but they appear overwritten with the contents
    of the
    first render target.

    On the other hand i see the osgfpdepth example and it has a
    completely different
    approach to the subject, almost handling manually fbos and
    rendertargets.


    I tried searching on the mailing list for this subject, but almost all
    discussions seem to stop without a final result at about 2 years ago.

    Tnx for your time,

    Anthousis Andreadis
    [email protected] <mailto:[email protected]>



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