Hi,
On 11/07/11 17:47, Martin Großer wrote:
Hello,
I have written a little application, which renders a scene into a
texture. I use the frame buffer object, but my problem is, I need the
data on the cpu after the rendering. I know that is the bottleneck,
but I hope someone can give me a clever
Hi,
Couldn't this be done in a fragment shader ?
Create a one by one pixel texture, to calculate the result. Give the
corresponding fragment shader access to your fbo render, and sum up the values.
Of course you would need a scaling factor to not leave float max boundary.
The osgPPU HDRI
Hello,
thank to all for these nice solutions. I will try these.
Cheers
Martin
Original-Nachricht
Datum: Tue, 12 Jul 2011 12:06:45 +0200
Von: Peter Wrobel particlepe...@gmx.de
An: osg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] GPU Data Access
Hi,
Couldn't
Hello,
I have written a little application, which renders a scene into a texture. I
use the frame buffer object, but my problem is, I need the data on the cpu
after the rendering. I know that is the bottleneck, but I hope someone can give
me a clever tip how I can do this without big delay.
On 07/11/2011 11:47 AM, Martin Großer wrote:
Hello,
I have written a little application, which renders a scene into a texture. I
use the frame buffer object, but my problem is, I need the data on the cpu
after the rendering. I know that is the bottleneck, but I hope someone can give
me a
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