Hi All,

I'm having some problems rendering using multiple FBOs.

I have texture, to which I want to draw to using an FBO. I've verified the 
texture is bound to the FBO correctly by drawing basic geometry (lines/polys) 
before I do the QCRenderer render.  80% of the time, these geometry operations 
are not overwritten with the contents of the render.  The other 20%, I 
sometimes see a first frame being rendered to the texture and then garbage 
afterwards.  It's as if QCRenderer isn't drawing into the currently bound FBO 
at all, or it is, and subsequent renders are stuffing up the FBO state (I'm 
careful to restore previous FBO state, afaik).

I've observed via OpenGL Profiler that the renderers are being called, and 
producing frames. The frames I really want to see painted on my textures seem 
to be being created as their own textures (maybe QCRenderer does this 
internally, I don't know), and not drawn into the FBO.

Is it the case that if I setup and FBO using a shared OpenGL context, and 
render a QC composition via QCRenderer, that it should render-to-texture if 
that is how the FBO is setup?

One thing to note is that the QCRenderer, view and QTMovie all share the same 
context.  The corruption happens while the movie is playing.  I wonder if it's 
to do with locking between these components? (since the visual context will be 
rendering frames at the same time).  I perform a    CGLContextObj cglContext = 
(CGLContextObj)[context CGLContextObj]; within both my view and the 
QCRenderer...

I've put  a sample movie here: 
http://dl.dropbox.com/u/421935/RotatingCubeExample.mov


Any ideas regarding QCRenderer and FBO's, with subsequently mapping the 
underlying textures to a quad?


Neil Clayton
[email protected]




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