> 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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