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
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{
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]);
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
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
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
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)?
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 :
8 matches
Mail list logo