I am implementing a voxelization algorithm based on the work of Zhao Dong et al: "Real Time Voxelization Of Complex Polygonal Models". The best way to do this is using Frame Buffer Objects (FBO) and OpenSceneGraph supports it. Its easy to create a CameraNode and set it to render to a FBO and use the generated texture for my intent. The FBO will be automatically created but this FBO will have a color buffer and a depth buffer. In order to save memory I need only the color buffer. In OpenGL you can control the use of depth buffer in the FBO. How can I do this in OpenSceneGraph?
Can anybody help me? Mauricio Hofmam __________________________________________________ Tecgraf/PUC-Rio Webmail _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
