Hi All antialiasing is disabled in opengl by default. If you mean you should be able to read values as you write them in shader - you should choose appropriate render target texture attachment type. I'm not sure if it is possible to render to unnormalized integer type color textures in osg, you could try to attach texture with format GL_RGBA32UI and internal format GL_RGBA_INTEGER_EXT (also there are 8\16 bit formats with different channels count, check out GL_EXT_texture_integer extension specification ) to camera to check if it works in osg (as it works with this formats in opengl).
Cheers, Sergey 21.02.2012, 12:44, "Aurelien Albert" <[email protected]>: > Hi, > > In my application, I need to render 2 buffers : > - color buffer > - "object-code" buffer > > I obtain the color-buffer by normal rendering to an FBO. > > For some algorithms purpose (object tracking, objects statisitics, etc...) I > need also an "object-code" buffer with, for each pixel, an int value > corresponding to the object. > > I can do this with a shader in another FBO, but I need this buffer to be not > antialiased at all. > > For example, if the background code is "0", and there are 2 objects in the > scene (codes "10" and "20") the final "object-code" buffer must be filled > with "0", "10" and "20" but no other value. > > How can I configure my rendering to do so ? Maybe using the stencil buffer as > a object-code buffer (I don't know if antialiasing such as MSAA affect > stencil buffer) ? > > Thank you! > > Cheers, > Aurelien > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=45619#45619 > > _______________________________________________ > 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

