Ok thank you. And what do you think about osg::Texture2D::copyTexImage2D(...)? Is this a worse solution than the FBO?
Thank you very much. Best regards Martin -------- Original-Nachricht -------- > Datum: Tue, 19 Apr 2011 16:03:03 +0100 > Von: Robert Osfield <[email protected]> > An: OpenSceneGraph Users <[email protected]> > Betreff: Re: [osg-users] glCopyTexImage2D or Frame Buffer Object > Hi Martin, > > FBO's do support multi-sampling - but the setup is different from the > frame buffer set up of multi-sampling, instead you you provide the > settings when you call Camera::attach(). The relevant methods are: > > /** Attach a Texture to specified buffer component. > * The level parameter controls the mip map level of the > texture that is attached. > * The face parameter controls the face of texture cube map > or z level of 3d texture. > * The mipMapGeneration flag controls whether mipmap > generation should be done for texture.*/ > void attach(BufferComponent buffer, osg::Texture* texture, > unsigned int level = 0, unsigned int face=0, bool > mipMapGeneration=false, > unsigned int multisampleSamples = 0, > unsigned int multisampleColorSamples = 0); > > /** Attach a Image to specified buffer component.*/ > void attach(BufferComponent buffer, osg::Image* image, > unsigned int multisampleSamples = 0, > unsigned int multisampleColorSamples = 0); > > As for anaglyphic stereo, this is managed currently by > osgUtil::SceneView for frame buffers where it sets up two traversals > one for each eye, and sets up the color write mask to render the cyan > and red for the left and right eye traverals. A straight render to > texture Camera won't use this higher level feature, if you want to > implement stereo within a render to texture camera you'll need to > manage the left/right eye passes as a subgraph of the Camera, or have > two Camera and share the same FBO. > > Robert. > > > 2011/4/19 "Martin Großer" <[email protected]>: > > Hello, > > > > Few month ago, I got an application, which realized a "render to > texture" with glCopyTexImage2D(GL_TEXTURE_2D,0,...) and the antialiasing and > the > anaglyphic works well. Today I tried the render-to-texture with the frame > buffer object as render target for the osg::Camera and in this case the > antialiasing doesn't work. Also the anaglyphic view doesn't work. > > > > Why did antialiasing and anaglyphic work with glCopyTexImage2D? > > > > I have read that the frame buffer object doesn't support antialiasing, > is it true? > > > > Thanks > > > > Martin > > -- > > GMX DSL Doppel-Flat ab 19,99 Euro/mtl.! Jetzt mit > > gratis Handy-Flat! http://portal.gmx.net/de/go/dsl > > _______________________________________________ > > osg-users mailing list > > [email protected] > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

