All,
I am attempting to render to a texture using osg::CameraNode and
everything works fine when I use FBOs; however, not all systems (SGI
Prism) support FBOs and so I am attempting to use the FRAME_BUFFER
render mode. Once again, everything works fine except that I have
two unique requirements that aren't met by the FRAME_BUFFER mode:
1) I don't want to update the image every frame. With the current
implementation my image is drawn and rendered one frame and then
black in all subsequent frames until I trigger another update. This
works well when I use FBOs because I just don't call any draw
commands; however, the FRAME_BUFFER mode copies black over my texture
no matter what.
2) I need to do progressive updates / patches to the current image
for my "VNC" texture. In this case I don't want to "draw" the entire
image from RAM->Texture for a small update to part of the image.
What is the best way to approach this problem?
Dan
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