Hi Trystan,
On 22 May 2012 17:35, Trystan Larey-Williams wrote:
> So, this seems to confirm that the FBO I had the texture attached to for the
> render is indeed released before the callback. It would save a lot of hassle
> if the one of the DrawCallbacks could be invoked while the render targe
Thanks for the reply. What I ended up doing was to have a separate FBO
(obtained trough native OGL calls) in the PostDrawCallback. Then I bind the
texture (same one used in the FBO that performs the render) to this FBO in the
callback and was then able to do a glReadBuffer/glReadPixels on the
G
Hi Trystan
You can attach texture instead(it'll work much faster), and when you need data
- get it from texture with image->readImageFromCurrentTexture(..). You will
need to bind your texture before call.
Cheers,
Sergey.
21.05.2012, 23:14, "Trystan Larey-Williams" :
> Hi all,
>
> I have a mult
Hi all,
I have a multiple render target setup where a texture is attached to an FBO on
GL_COLOR_ATTACHMENT2. The other target is simply the frame buffer on
GL_COLOR_ATTACHMENT0. Both targets are the same size and format.
A fragment shader uses glFragData[0] and glFragData[2] to write to the ta
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