Re: [osg-users] ping pong fbo geometry problem

2010-06-05 Thread Julien Valentin
It still not working (I debug fbos powered by glslDevil) As my RTT loop implements a minimization of a selected channel I also test an assumption that ping pong textures would not be required for my use. I have then wrote an implementation that read/write the same texture. only one camera

Re: [osg-users] ping pong fbo geometry problem

2010-06-04 Thread Julien Valentin
For the moment I do a silly thing in order to create FBOs attached to the current contextID: I init it at the first drawImplementation call like it: All vars are pointers in order to be modified inside drawimplementation Code: myGeometry::initFBOs{

[osg-users] ping pong fbo geometry problem

2010-06-03 Thread Julien Valentin
Hello, I would like to do RTT via FBO . For this i overload osg::Geometry class and reimplements the drawimplementation method it now looks like it: Code: myGeometry::drawimplemetation(renderinfo)const{ (_ext)-glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbos[*_curst]);

Re: [osg-users] ping pong fbo geometry problem

2010-06-03 Thread J.P. Delport
Hi, another FBO ping pong technique (without overriding) is shown in the osggameoflife example. You could also have a look at osgPPU. cheers jp On 03/06/10 14:39, Julien Valentin wrote: Hello, I would like to do RTT via FBO . For this i overload osg::Geometry class and reimplements the

Re: [osg-users] ping pong fbo geometry problem

2010-06-03 Thread J.P. Delport
Hi, On 03/06/10 15:12, Julien Valentin wrote: Yes I came from it but the example show the result at each iteration and i want to show only the resulting pass Further more the convergence of the iterative method is given using occlusion query so i cant use osgppu... But thank for the advice

Re: [osg-users] ping pong fbo geometry problem

2010-06-03 Thread Julien Valentin
I effectively already read this thread but it was a long time ago.. What I understand there is an advice of Group::traverse overriding..which is basically what i'm doing overriding Geometry::renderimpl() (considering a myGeometry as a 1 elmt Group)? Am I wrong? J.P. Delport wrote: Hi, On

Re: [osg-users] ping pong fbo geometry problem

2010-06-03 Thread J.P. Delport
Hi, On 03/06/10 16:26, Julien Valentin wrote: I effectively already read this thread but it was a long time ago.. What I understand there is an advice of Group::traverse overriding..which is basically what i'm doing overriding Geometry::renderimpl() (considering a myGeometry as a 1 elmt Group)?

Re: [osg-users] ping pong fbo geometry problem

2010-06-03 Thread Frederic Bouvier
Hi Julien, aren't you supposed to attach a texture to the framebuffer ? I don't see a call to glFramebufferTexture2D or something equivalent in your code. In OSG term, it's the Camera::attach method that should be called. -Fred - Julien Valentin julienvalenti...@gmail.com a écrit :