Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread J.P. Delport
Hi, I can't help you with your specific drawable question, but what would you like to achieve? In the osggameoflife example there is an example of ping-pong using multiple cameras and switches. You can also swap output textures if they are exactly the same using a callback. See here for

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread Emmanuel Roche
Thanks J.P, but actually I know the gameoflife example almost by heart already and this won't fit the bill: I need a real single pass ping pong rendering here if I want to achieve good performances. Cheers, Manu. 2011/9/28 J.P. Delport jpdelp...@csir.co.za Hi, I can't help you with your

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread J.P. Delport
Hi, I see you mention fft in your code. Is this what you want to do? Do you have a working fft with multiple OSG cameras? Is it too slow for you? jp On 28/09/2011 11:30, Emmanuel Roche wrote: Thanks J.P, but actually I know the gameoflife example almost by heart already and this won't fit

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread Emmanuel Roche
Yes J.P, as far as I understand the code I'm trying to integrate into OSG, this step will basically perform a FFT computation on the GPU. The code I'm using as template is written in pure opengl: it is the Ocean lighting implementation from Eric Brunetton (

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread Emmanuel Roche
Hi ! I performed some additional tests on this issue and now I think I'm reaching the bottom of it: when I attach my Texture2DArray as: cam:attach(osg.Camera.BufferComponent.COLOR_BUFFER0,result.ffts[1],0,0,true); cam:attach(osg.Camera.BufferComponent.COLOR_BUFFER1,result.ffts[0],0,0,true);

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread Emmanuel Roche
hmmm and God created: *osg::Camera::FACE_CONTROLLED_**BY_GEOMETRY_SHADER* and *setImplicitBufferAttachmentMask(osg.Camera.ImplicitBufferAttachment.IMPLICIT_COLOR_BUFFER_ATTACHMENT, osg.Camera.ImplicitBufferAttachment.IMPLICIT_COLOR_BUFFER_ATTACHMENT);* It now works perfectly !! That's