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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