Hi Alex,
ok, this is of course pretty bad.
Actually, I think the correct way would be to apply the texture to the
osg::State within the FBO::apply(). This would ensure that the state is tracked
correctly. Of course, unfortunately this requires a patch to the main osg core.
In general, I thi
Hello Art,
glPushAttrib / glPopAttrib works as well, but it's not available in GLES and I
also use osgPPU with GLES. However in GLES there are no 3D textures, only 2D
and cube maps.
Regards,
--Alex
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Hi Alex,
hmm, ok, it seems to be a solution, however I am not sure if this is a general
one. I mean, what if for example the input texture is not 2D and the output
texture is also not 2D. Then fbo will still overwrite current binding.
I would propose to try following solution:
glPushAttrib(GL_
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