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
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
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
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.
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
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
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