Hi Yvonne,
I tried to compile the testFboVP.cpp from the archive you send me, but
(naturally) it made some linking errors. How can I use it? My system
(osg 1.6) does not know anything about this viewport.
greetings
Oliver
Yvonne Jung schrieb:
Hi Oliver,
Hi Yvonne,
thank you for that. I'll try it. A few more questions:
Does it handle 64bit float textures and normal textures with size of
2^n or do I have to do it myself?
With fbo disabled only 2^n; and with fbo it should depend on the
parameters of your texture chunk, but I must admit, I haven't tried
other formats yet :/
What do you think, when will it be included to OpenSG?
I think at least with OpenSG 2.0, Gerrit is working on an own version...
Yvonne
Oliver
Yvonne Jung schrieb:
Hi Oliver,
I've attached my version of a FramebufferObjects Viewport. But I
think you have to extent it a little - or wait until I have time to
do it.
But by the time this code was written, the FBO extension only
supported RECTANGLE as texture target, and so the main functionality
("rendering" to depth/color-texture resp. dyn. cubemapping) is
simply done via glCopyTexSubImage2D... But I think, you can use it
as a starting point.
Regards
Yvonne
P.S.: @Dirk: What about adding this functionality to the old cvs
branch?
Hi all,
has anyone experiences with combining framebuffer objects and
OpenSG objects? I want to use the fbo (with glGenFramebuffersEXT
and glBindFramebufferEXT and so on...) for render to texture (with
glGenTextures) and then use this texture as input for my OpenSG
objects (as TextureChunkPtr). Is this possible and if, how?
Has anyone an idea?
bye
Oliver
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