Hi Sebastian,
Thanks for your answer.
Eventually I went with a another solution (copy a scaled-down texture), as
copying with alternating PBOs always resulted in the texture after
post-processing. Unfortunately I had no more time for this. It could be related
to old hardware though (GeForce 88
Hi Shahar,
I guess your scene is being rendered to an FBO already.
So simply create a camera taking the resulting FBO as input, a new
texture as output an attach a simple glsl program to copy.
Also I guess osgPPU has some "copy" processor, but I'm not sure.
cheers
Sebastian
Hi,
I've got an O
Hi,
I've got an OSG application with a single viewer and camera. The camera is set
to render to FBO -
Code:
camera->attach(osg::Camera::COLOR_BUFFER0, m_texture2D);
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
Rendering consists of the following main steps:
1) Re
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