I'm sorry to be annoying... i can't find the example, can you give me a link to the post?

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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