> On 23 Dec 2017, at 09:28, Wojciech Lewandowski <[email protected]> > wrote: > > Unfortunately I could not dig out the code I had to solve this problem. But I > did fight with it on couple occasions. I do remember that often the solution > I adopted had to use 2 callbacks (cull/update callback + prerender/render/or > postrender callbace). One update/cull callback was needed to resize textures > (they were tied to main window resolution) and second callback to invoke FBO > update setup for new sizes. Somehow it was impossible to do that in one shot > (probably because I could not access proper RenderStage in cull/update > callback). That second callback had to be a camera PreRender or (some earlier > render order camera PostRender or some other earlier render order drawable > DrawCalback). Role of that second callback was to obtain proper RenderStage > for FBO camera and set its _cameraRequiresSetup flag. Once > _cameraRequiresSetup flag was set to true, next rendering traversal was doing > the rest. Really setting RenderStage::_cameraRequiresSetup was the crucial > ingredient to solve that problem back then.
Thanks, that’s a big help. I was already aware that getting ‘_cameraRequiresSetup’ flag set was the critical piece - thst’s actually why I was trying detach() + attach() since that *should* set _cameraRequiresSetup to true. But your point about getting the correct RenderStage makes a lot of sense, and might explain the strange things I see indeed. > > PS. If you are still fighting with it, but may wait till January, send me a > private email and I will dig out the code. Unfortunately I cannot do it right > away (I am swamped in December) but may be have more time to scan through my > backups and find it in January. I might do that, but it can wait - thank again for your help. Kind regards, James
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