Hello,

seb wrote:
> 
> With the graph you propose, I have the back screen, I have checked and the 
> scene graph is correct, I didn't forget to attach any nodes, so I do not 
> understand.
> 

Try this first in your own application before going to the unknown thing. 


> 
> By modifying directly the main camera,I did it too, and I have the scene with 
> no osgPPU (no resambled scene) like I explained on my 1st post.
> 

So that means that the host application do resetup the main camera settings. 
This is because you should actually don't see anything except of not-changed 
scene. this is becaus you set your camera to render into a texture and not on 
the screen. 
This means that whenever you want to try with the main camera, it will probably 
not work. Therefor try to setup a slave camera which render into the texture 
and use its texture for processing. Just like I said in previous posts.


> 
> I have checked too in the debug mode, and the camera has still the 
> FRAME_BUFFER_OBJECT mode on each frame. So I do not understand either. I see 
> in debug mode that the main camera holds pre and post render callback, do you 
> think these functions may interfer with osgPPU ?
> 

Hmm, that is somehow strange. If you camera renders into a texture by FBO, how 
you can see any output then on the screen without osgPPU or without anything 
which renders this texture on the screen.
It could be that in the post render callback exactly this happens. If this is 
the case, then it might be that osgPPU will never work, or at least you will 
not see it's results on the screen. However I am not sure without knowing what 
is happening in those callbacks.


So the only way I see how to include osgPPU into an OSG application where you 
do not know what this application is doing, is to use the scene graph I 
proposed earlier. Also to disable all extra render callbacks on the main camera 
or render stage.

I hope, this help you somehow.
art

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21255#21255





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