Art Tevs wrote on Wednesday, September 17, 2008 5:39 PM:
> To your question. There is already a check of the framebuffer state
after
> each frame. Hence you will recieve an error if something goes wrong. 

The only places I've found glCheckFramebufferStatusEXT calls is in
RenderStage in runCameraSetUp() (after FBO apply()) and drawInner()
(only if an error occurs).

My understanding is that this function needs to be called before doing
any rendering to the FBO, and it doesn't look that will happen if you
just use an FBO in a StateSet. Maybe my understanding is wrong?

> --- Thrall, Bryan <[EMAIL PROTECTED]> schrieb am Mi,
17.9.2008:
> 
>> Von: Thrall, Bryan <[EMAIL PROTECTED]>
>> Betreff: Re: [osg-users] Multi-pass rendering in OSG
>> An: "OpenSceneGraph Users" <osg-users@lists.openscenegraph.org>
>> Datum: Mittwoch, 17. September 2008, 23:20
>> J.P. Delport wrote on Wednesday, September 17, 2008 10:39
>> AM:
>> 
>>> Hi,
>>> 
>>> have a look at the osgstereomatch example, there is a multi-pass
algo
>>> example. See the readme of that too.
>>> 
>>> Also search the list archives for osgPPU.
>> 
>> Thanks for the pointers; osgPPU looks like what I want, but version
0.2
>> doesn't seem to work with OSG svn HEAD and my network
>> proxy isn't
>> letting me access osgPPU's svn repo. Oh well, I can
>> copy the concepts
>> from the source code :)
>> 
>> Does anyone have an answer to the question I asked:
>> 
>>> Thrall, Bryan wrote:
>>>> It looks, from
>>>> osgUtil::RenderStage's Camera support, like
>> osg::FrameBufferObject
>> can't
>>>> be used simply by adding it to a StateSet, but it needs
>>>> glCheckFrameBufferStatusEXT after the apply(). Is
>> this a limitation
>> of
>>>> osg::FrameBufferObject, or am I missing something?
>> 
>> Note: I'm on Windows XP with an NVIDIA 8800 GPU.

-- 
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]
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