HI Frank,

The way you usually use osg::FrameBuffrerObject is associated with a
render to texture osg::Camera.  You assign the various buffer settings
on the osg::Camera including any textures you want to assign it to and
then the OSG's rendering backend will create the required FBO's and
assigned Textures to it automatically, you won't need to directly
assign an osg::FrameBufferObject to anything.

Have a look at the osgprerender and osgprerendercubemap and other
examples that set up the osg::Camera.

Robert.

On 5 February 2013 23:10, Frank Sullivan <[email protected]> wrote:
> Hi,
>
> I'm looking at the source code for osg::FrameBufferObject, and as far as I 
> can tell, I just have to set this as an attribute on a node's StateSet and be 
> done with it?
>
> If this is true, then can I use it in conjunction with Nested Render cameras 
> in order to get render-to-texture cameras that render in the order in which 
> they are encountered in the scene graph?
>
> Thank you!
>
> Cheers,
> Frank
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=52399#52399
>
>
>
>
>
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