Hi Bill, You need to change the textures on the FBO's and StateSet's, swaping pointers locally will just swap pointers locally and have no effect on the objects you want to control.
Robert. On 4/20/07, Poirier, Guillaume <[EMAIL PROTECTED]> wrote:
Hello all, First of all, I apologize if this question was discussed already... I am searching for my questions on the email archive (http://openscenegraph.org/archiver/osg-users/) and it looks like the search function only returns old stuff. I remember reading a mail about this issue but I can't remember what the conclusion was... Now my question... I have an update callback on a group node that swaps input / render to textures at each frame. Basically I render to a texture (FBO attachment) and use this texture on an object in my scene. The values in the texture need to be accumulated, thus the swapping part. After doing some tests it looks like the write to texture only works on even frames, i.e. with the texture it was first attached to (texture B). // update callback virtual void operator() (osg::Node* node, osg::NodeVisitor* nv) { Swap A and B textures if not first frame Set texture A as input to subgraph quad branch Attach texture B as camera color buffer Set texture B as input to subgraph scene branch }; I am not sure about the swap texture part. I just swap the texture pointers like osg::Texture2D *tempTex = TexA.get(); TexA = TexB.get(); TexB = tempTex; The texture are the same size and have the same attribute. I also tried to add a RTT cam post draw callback to detach the color buffer but without success... Any help or pointer to a previous thread would be appreciated :) bill _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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