Hi Oliver,
On Sun, 2005-08-07 at 14:06 +0200, Oliver Kutter wrote:
> Ok, second trial to explain. I need an object, for that the fragment
> shader normally computes the material effects. But I don't want the
> material, I want data computation. Therefore I need an object (in 2D
> space), that has an exact size (e.g. a quad of a size of 512x512
> pixels) on the framebuffer, so that the fragment shader computes
> exactly 512x512 fragments. Because I have 512x512 data entries to
> compute.
> If the object would be in 3D space, it wouldn't have an exact size of
> 512x512 pixels, because its size depends on the distance to the
> camera.
> After the fragment shader does its work, I want to get the data back
> to my application (thanx for the hint in the last email, I'll try it).
The interesting question is what kind of data you need to pass into that
object. If it's just a polygon with all data in textures you can use a
TextureBackground or a PolygonBackground and a 512x512 viewport to do
it. If it needs to depend on another object things become more
interesting.
> (A new question: Can I use FBOs (probably manually) in OpenSG now?)
Yup, no problem. You just need to use a PassiveWindow and to set up your
FBO before you call render().
Hope it helps
Dirk
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