also another question: in order to build the class together with the system library what kind of modifications do i need to make?
sorry again for such questions :S i need to deliver my project for university tomorrow :p
Thanks a lot
2006/7/16, Marcus Lindblom <[EMAIL PROTECTED]
>:
No problemo. ;)
The example should be in a zip-file in the mail-list archives, if you
search for FBOViewport.
I have it on my work-computer, but am on vacation currently. If I drop
by there this week (I might need to do that, not sure) I'll send you the
file, but I'd recommend to try to search for it.
/Marcus
Tiago Coelho skrev:
> Hi Marcus
> that's good news, thank you for your help.
>
> by the way where can i get an example of the fbo? i saw someone
> referencing a test file, but i don't know where to get it.
>
> tanks in advance.
>
> 2006/7/16, Marcus Lindblom <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>:
>
> You need render to texture to do what you want. See the FBOViewport
> class I posted a few weeks ago (It's a modification of Yvonne's
> excellent creation.)
>
> It allows you to render to textures, both for color and depth. You can
> then take those textures and use them as input for a second pass which
> compose stuff to the visible framebuffer. (You need to set up several
> viewport for this, FBOViewports for texture targets and regular
> viewports for the final pass.)
>
> Such functionality is not covered by MultiPassMaterial. It only helps
> when you combine several materials with the GL blend function.
>
> Cheers,
> /Marcus
>
> Tiago Coelho skrev:
> > Hi,
> > I'm developing a splat renderer using glsl with opensg and i need
> to run
> > it in a cluster.
> > I need to have two passes, one to calculate visibility and depth
> values,
> > and another for shading.
> > the problem is in the middle, i don't know how to use the output from
> > one shader and make it an input in the second one.
> >
> > I found the MultiPassMaterial Class and saw an example using various
> > simple materials, but still lost...
> >
> > any help is very wellcome :)
> >
> > should i render the first pass depth values to the framebuffer (using
> > gl_FragColor) ? then how would i "redirect" that to a texture to
> be the
> > input of the second pass shader?
>
> --
> _________________________________
> Pedro Tiago Cruz Coelho
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