On Fri, 2012-09-07 at 13:39 +0400, Sergey Polischuk wrote:
> 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.

I didn't see any methods of UnitOut that allowed this, but I did happen
to find a UnitTexture object (that is used the movie example, I somehow
missed) which I will experiment with.

Thanks for the nudge. :)

> Cheers.
> 
> 07.09.2012, 00:25, "Jeremy Moles" <cubic...@gmail.com>:
> > 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
> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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