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
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
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
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 (
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);
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
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