On 17 August 2012 11:15, Daniel Schmid daniel.sch...@swiss-simtec.ch wrote:
Hi Robert
I wonder if this bug has been investigated further or even fixed.
Do you have any news concerning this?
I have now news on this front. I am slowly getting back to
investigating issues/merging submissions
Hi there
I've been using multisampled floating rt in osg for quite some time, and dont
have any problems with them... does your card\drivers support multisampling on
float rendertargets?
Cheers.
17.08.2012, 14:15, Daniel Schmid daniel.sch...@swiss-simtec.ch:
Hi Robert
I wonder if this bug
Hi Robert
I wonder if this bug has been investigated further or even fixed.
Do you have any news concerning this?
I face the exact same problem. No AA / multisampling on floating point render
targets...
Cheers,
Daniel
--
Read this topic online here:
HI Marco,
I have tried combining multi-sampling and float point FBOs so haven't
come across this bug before. I do wonder if the _internalFormat
itself could be automatically set, or perhaps if it's 0 then
RenderStage.cpp code to look for an alternative as a fallback - first
it could check for a
Hi Robert,
[...], or perhaps if it's 0 then
RenderStage.cpp code to look for an alternative as a fallback - first
it could check for a texture, then finally drop back to RGBA.
Yes, that's basically what my fix does.
Send me the changed file and I can pontificate on this. Could you
also
Hi Marco,
On Fri, Nov 14, 2008 at 9:41 AM, Marco Jez [EMAIL PROTECTED] wrote:
Sure, I'll send you the files later in the evening.
BTW, is there any problem with the mailing list? I didn't get my own message
back.
This is more likely to be just the gmail client not listing threads
you've
I'm trying to add multisampling capabilities to my floating-point FBOs, but
I've found what I think is a bug in osgUtil/RenderStage.cpp. Basically, when
I specify a number of samples greater than 0, I actually get a
non-floating-point framebuffer.
See line 380 in RenderStage.cpp:
GLenum
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