Hi Dirk,

Dirk Reiners schrieb:

        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.
that's a very good question. It is a polygon and the data given to the polygon are in texture format, up to ten textures at once, but that will work with the shader (I've just tried).
Can I set multiple textures to the TextureBackground? I don't think so! :-(
And I haven't found a PolygonBackground in OpenSG 1.4. Does it come with OpenSG 1.6? And can I handle it just like a normal Geometry with ChunkMaterials and SHLChunks? Or can I use a PolygonForeground instead with a second Viewport, that is hidden?

bye,
Oliver


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