Art,
I'm glad you were able to get the fbo to work in osgPPU.
Now you appear to be at the point I'm at with my application where the
resultant texture is no longer HDR and appears to be clamped at 1.0.
This is not the case with the Nvidia SDK sample (hdr) and I've tried to figure
out what
I did attempt the setRenderingCache(0) and that didn't seem to have any effect.
I also looked at using 2 cameras, but was not successful. I didn't use a
switch node and so that could work.
I did change the renderStage code to detect when the rendering implementation
changed and to then call
I'm looking at similar requirements and was looking at osgPPU today to see if
multisampling was implemented.
In looking at the hdr sample, I attempted to change the color buffer attachment
from:
// camera-attach(osg::Camera::COLOR_BUFFER, texture);
to:
I'm trying to use a FRAME_BUFFER_OBJECT render target implementation to render
to a texture and then perform post processing. It works, but I would like to
toggle the post processing on/off. If I set the render target implementation
back to FRAME_BUFFER, it does not work because the camera
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