Re: [osg-users] osg::Texture2DMultisample

2013-11-12 Thread Wojciech Lewandowski
Hi, Ok. I used verb copy to avoid verb resolve, not being sure how advanced you are... But yes that 'copy' is a resolve operation using glBlitFramebuffer internally. I have not tried multisampled textures as multirender targets so I guess your case is bit more complex and I guess its the reason

Re: [osg-users] osg::Texture2DMultisample

2013-11-12 Thread Sebastian Messerschmidt
Hi Wojciech, Thank you for the very extensive explanation and tests. It seems it is either a driver problem or I solved the problem accidentally. Tests on my office PC worked with setting up multisampled textures bound to a non-multisampled FBO. I'm able to resolve them manually in the

Re: [osg-users] osg::Texture2DMultisample

2013-11-12 Thread Wojciech Lewandowski
Its in osgUtil/RenderStage.cpp. Just search for glBlitFramebuffer. Cheers, Wojtek 2013/11/12 Sebastian Messerschmidt sebastian.messerschm...@gmx.de Hi Wojciech, Thank you for the very extensive explanation and tests. It seems it is either a driver problem or I solved the problem

[osg-users] osg::Texture2DMultisample

2013-11-11 Thread Sebastian Messerschmidt
Hi, maybe this seems like s stupid question but why does osg::Texture2DMultisample does not have a getNumSamples() function? This might come in handy if, like in my case, a texture is passed around for MRT binding (camera-attach), to determine the number of samples for the attach function.

Re: [osg-users] osg::Texture2DMultisample

2013-11-11 Thread Wojciech Lewandowski
Hi, I guess answer to main question would be go ahead and add this. But I just want to write about something else here. If you attach Texture2DMultisample to Camera you would want to leave the number of samples and color samples at 0. Thats because these params are used to set up rendering to

Re: [osg-users] osg::Texture2DMultisample

2013-11-11 Thread Sebastian Messerschmidt
Am 11.11.2013 22:44, schrieb Wojciech Lewandowski: Hi, I guess answer to main question would be go ahead and add this. Okay, I just wanted to make sure they are not left out intentionally. But I just want to write about something else here. If you attach Texture2DMultisample to Camera you