Re: [osg-users] Multiple render passes and multithreading

2017-05-03 Thread Sebastian Messerschmidt
Hi Glenn, Sebastian, Have you tried setting the data variance to DYNAMIC on the StateSet containing the Uniform? That's the first thing I would try -- not sure whether it works on Uniforms though. Thanks, that indeed did the trick :-) Thinking twice makes it obvious; declaring it dynamic

Re: [osg-users] Multiple render passes and multithreading

2017-05-03 Thread Glenn Waldron
Sebastian, Have you tried setting the data variance to DYNAMIC on the StateSet containing the Uniform? That's the first thing I would try -- not sure whether it works on Uniforms though. Glenn Waldron On Wed, May 3, 2017 at 11:49 AM, Sebastian Messerschmidt < sebastian.messerschm...@gmx.de>

[osg-users] Multiple render passes and multithreading

2017-05-03 Thread Sebastian Messerschmidt
Hi, I've just stumbled upon something I find hard to understand. My setup contains multiple cameras (using FBO and MRT) with a specific render-order set to them. The first camera is essentially a render-scene-to-MRT pass. In the simplest case a second camera will pick up the textures rendered