They are set up in the exact same way.
So both are using frame buffer objects.
As I said, it is important to set the second camera to NOT write to depth buffer. It might be coincidence, but I just use Nvidia cards, so this might be a "specialty" of Nvidia drivers.

cheers
Sebastian
Hi Sebastian,

I am using slave cameras with different render order num.
Are your cameras both using a different fbo (both calling 
setRenderTargetImplementation(Camera::FRAME_BUFFER_OBJECT) ) , or your second 
camera is a child of the one with an fbo ?

Regards,
-Fred


----- Mail original -----
De: "Sebastian Messerschmidt"<[email protected]>
À: "OpenSceneGraph Users"<[email protected]>
Cc: "Frederic Bouvier"<[email protected]>
Envoyé: Lundi 5 Décembre 2011 17:02:17
Objet: Re: [osg-users] Sharing depth buffer between fbos

Hi Frederic,

I'm using a similar setup. I simply attach the the depth-buffer-texture
to the first RTT pass and later on bind it to multiple passes that need
to have depth writes disabled.
This way everything works as expected.
My RTT cameras are childs of the root node of the scene.
Setting the render order of the cameras explicitly did the trick for me.

cheers
Sebastian
Hi All,

I need to initialize the content of the depth buffer of a FBO with the result 
of a RTT pass where I setup a DEPTH_ATTACHMENT to a depth texture.
IOW, I want two fbos with the same depth buffer, the second being read only.
AFAICS in gDebugger, the attachment to the second fbo cancels the attachment to 
the first.
The only method I can think of at the moment, is to render a screen aligned 
quad with the depth texture bound to it and use a fragment shader to initialize 
the depth buffer of the second fbo using gl_FragDepth.

So what do you think of that and how would you do something like that ?

Regards,
-Fred
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