So by saying something like this (from osgdepthshadow.cpp)

        // set the camera to render before the main camera.
        camera->setRenderOrder(osg::CameraNode::PRE_RENDER);

        // tell the camera to use OpenGL frame buffer object where supported.
        camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);

I'm implicitly using FBO.

I'll have to take a look @ osgprerender to get more of an idea of how to manipulate FBOs after they have been rendered.


--------------------------
Radu Mihai


On 25-Aug-06, at 4:03 PM, Robert Osfield wrote:

Hi Radu,

Almost all the pre rendering examples now support FBO, and do so as the default option.  For instance osgprerender, osgprerendercubemap, osgshadowtexture, osgdepthshadpw all supports FBO out of the box.  They all do it via the osg::CameraNode calls.

The osgfbo example has been removed because it was replaced by the simpler osg::CameraNode which hides all the complex implementation details of FBO, and the fallbacks of pbuffer and frame buffer RTT implementations.

Robert.

On 8/25/06, Radu Mihai <[EMAIL PROTECTED]> wrote:
I noticed that between 1.1_rc2 and the HEAD for CVS the osgfbo example has been removed.

I'm quite interested in using fbo, and I'm wondering why it's disappeared. Is there anything else in place that shows how to use fbo's ?

--------------------------
Radu Mihai




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