Hi If you mean output to texture attached to fbo it works for me without any problems. At the end of pipeline you just create osgPPU::UnitOut with output texture set to your fbo attachment texture. Also IIRC you should add your processor to main scene graph (viewer->getSceneData() ) or to viewer camera even if you processing nested camera output.
Cheers. 07.09.2012, 00:25, "Jeremy Moles" <[email protected]>: > Hey guys, I'm looking for some osgPPU example code demonstrating setting > up an osgPPU pipeline ONLY on an FBO texture. All of the examples in the > project currently--at least, as far as I can tell--appear to always use > the Viewer's Camera directly, which won't work for my use. > > Futhermore, all of my own personal attempts to implement this result in > some really crazy results; for example, creating a black, null Viewport > inside my SceneGraph with no seeming purpose. > > I haven't seen much traffic from Art Tevs lately, so if there's an > alternative to osgPPU, I'd be willing to try that out too. > > Thanks! > > _______________________________________________ > 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

