Hi,
I see you mention fft in your code. Is this what you want to do? Do you
have a working fft with multiple OSG cameras? Is it too slow for you?
jp
On 28/09/2011 11:30, Emmanuel Roche wrote:
Thanks J.P,
but actually I know the gameoflife example almost by heart already and
this won't fit the bill: I need a real "single pass ping pong" rendering
here if I want to achieve good performances.
Cheers,
Manu.
2011/9/28 J.P. Delport <jpdelp...@csir.co.za <mailto:jpdelp...@csir.co.za>>
Hi,
I can't help you with your specific drawable question, but what
would you like to achieve? In the osggameoflife example there is an
example of ping-pong using multiple cameras and switches. You can
also swap output textures if they are exactly the same using a
callback. See here for inspiration:
http://code.google.com/p/__flitr/source/browse/trunk/__examples/keep_history_pass/__keep_history_pass.cpp
<http://code.google.com/p/flitr/source/browse/trunk/examples/keep_history_pass/keep_history_pass.cpp>
cheers
jp
On 28/09/2011 10:45, Emmanuel Roche wrote:
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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