Hi,
> I haven't yet figured out how to get from an osg.:Camera or an
> osg::RenderInfo& to an actual fbo pointer. *sigh*
Such a method should be usefull, but I didn't find a way to do it neither.
In my application, I do something really close, but I affect explicity the
texture to use for color buffer and depth buffer :
Code:
p_sceneCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
p_sceneCamera->attach(osg::Camera::COLOR_BUFFER,
p_sceneColorOutputBuffer);
p_sceneCamera->attach(osg::Camera::DEPTH_BUFFER,
p_sceneDepthOutputBuffer)
Where p_sceneDepthOutputBuffer :
- internalFormat = GL_DEPTH_COMPONENT32
- sourceFormat = GL_DEPTH_COMPONENT
- sourceType = GL_FLOAT
So I don't need to extract the pointer to the depth buffer, because I already
nknow it : it is "p_sceneDepthOutputBuffer"
And then I can share it with another camera or copy it using a renderquad and a
shader (but this copy is maybe not as edficient as a "glBlitFramebuffer" call)
Cheers,
Aurelien
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52816#52816
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org