Hi everyone,
I'm trying to setup an pure OpenGL FBO with render to texture target in an
OSG drawable. But I just can't figure out how to do that "properly" (eg. how
to "isolate those pure openGL calls from the rest of the OSG scene).
in my drawa implementation I just have:
virtual void drawImplementation(osg::RenderInfo& info) const
{
OSG_NOTICE << "Drawing PingPongDrawable...";
osg::State* state = info.getState();
const unsigned int contextID = state->getContextID();
if(!_initialized && !init(contextID,*state)) {
OSG_WARN << "Failed FBO setup!";
return;
}
state->checkGLErrors("end of PingPongDrawable drawing.");
}
So i'm really just calling an "init" function once to jus try to *create* an
FBO... I didn't even start using it..., the code of the init function is as
follow:
bool init(unsigned int contextID, osg::State& state) const {
const FBOExtensions* fbo_ext =
FBOExtensions::instance(contextID,true);
const osg::Texture2DArray::Extensions* t2darray_ext =
osg::Texture2DArray::getExtensions(contextID,true);
// Push attribs to avoid collisions with existing OSG scene ?
glPushAttrib(GL_VIEWPORT_BIT | GL_COLOR_BUFFER_BIT | GL_TEXTURE_BIT |
GL_ENABLE_BIT);
state.checkGLErrors("Before PPD init.");
// Prepare the target texture for the FBO:
state.setActiveTextureUnit(1);
state.checkGLErrors("Activating texture slot 1");
int FFT_SIZE=256;
GLuint fftaTex = 0;
glGenTextures(1, &fftaTex);
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, fftaTex);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAX_ANISOTROPY_EXT,
16);
t2darray_ext->glTexImage3D(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_RGBA16F_ARB,
FFT_SIZE, FFT_SIZE, 5, 0, GL_RGBA, GL_FLOAT, NULL);
fbo_ext->glGenerateMipmap(GL_TEXTURE_2D_ARRAY_EXT);
state.checkGLErrors("preparing target texture");
// Initialize the FBO
fbo_ext->glGenFramebuffers(1, &_fftFbo);
state.checkGLErrors("Generating FBO");
fbo_ext->glBindFramebuffer(GL_FRAMEBUFFER_EXT, _fftFbo);
state.checkGLErrors("Bind Framebuffer in init.");
#ifdef ATTACH_TEXTURE
fbo_ext->glFramebufferTexture(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT, fftaTex, 0);
state.checkGLErrors("FramebufferTexture setup");
#endif
GLuint fboId = state.getGraphicsContext() ?
state.getGraphicsContext()->getDefaultFboId() : 0;
fbo_ext->glBindFramebuffer(GL_FRAMEBUFFER_EXT, fboId);
if(fbo_ext->glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT) !=
GL_FRAMEBUFFER_COMPLETE_EXT) {
OSG_WARN << "Error while setting up Pingpong FBO.";
}
state.checkGLErrors("end of Framebuffer settings");
glBindTexture( GL_TEXTURE_2D_ARRAY_EXT, 0 );
glPopAttrib();
_initialized = true;
return true;
}
Adding such a drawable in my scene, i don't have any problem as long as
ATTACH_TEXTURE is *undefined*. But when I define this, I still don't have
any error reported by the drawable itself (all the checkGLErrors I
inserted). But then getcontinous list of
" Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)" messages :-(
=> Any idea what I'm doing wrong here ? How can I "enforce" the isolation
between those openGL calls and what's left from the OSG scene ? after all,
since this init function is called only once, there should not be any
continous warning report if it didn't have a side effect outside of this
drawable encapsulation...
Thanks for you help !! I really feel desperated now... :'(
Manu.
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