Glad you got it working!
Is there a reason you didn't just attach an osg::Texture to your camera
and set the number of samples greater than 1 in the attach call?
Well I did attach a texture to my camera and set the number of samples
greater than 1...see:
osg::ref_ptrosg::TextureRectangle
Jonathan Richard wrote on Tuesday, July 07, 2009 7:28 AM:
Glad you got it working!
Is there a reason you didn't just attach an osg::Texture to
your camera
and set the number of samples greater than 1 in the attach
call?
Well I did attach a texture to my camera and set
Ok I was able to get it working by getting the resolved fbo using the
RenderStage::getMultisampleResolveFramebufferObject method. Here a subset of
my code in the draw callback:
osgViewer::Renderer * renderer =
static_castosgViewer::Renderer*(renderInfo.getCurrentCamera()-getRenderer());
Jonathan Richard wrote on Monday, July 06, 2009 4:04 PM:
Ok I was able to get it working by getting the resolved fbo using the
RenderStage::getMultisampleResolveFramebufferObject method. Here a
subset of
my code in the draw callback:
osgViewer::Renderer * renderer =
glReadPixels does not work with a multisample FBO (check glGetError
after your glReadPixels to see);
yes you are right, I get a GL_INVALID_OPERATION after the call of
glReadPixels
you have to use glBlitFramebuffer to
copy the multisample FBO to a FBO without multisampling to resolve the
samples
Jonathan Richard wrote on Tuesday, June 30, 2009 10:36 AM:
you have to use glBlitFramebuffer to
copy the multisample FBO to a FBO without multisampling to resolve
the
samples to a texture; this is what osgUtil::RenderStage does when you
attach an osg::Texture and set the samples to 1.
I'm
The result is an FBO without multisampling whose buffers are filled by
combining the multiple samples from the multisample FBO together.
Ok so the FBO multisampling is supported but not directly as it said on
http://www.opengl.org/wiki/GL_EXT_framebuffer_object_More_about_FBOs
Are multisample
Jonathan Richard wrote on Tuesday, June 30, 2009 3:09 PM:
The result is an FBO without multisampling whose buffers are filled
by
combining the multiple samples from the multisample FBO together.
Ok so the FBO multisampling is supported but not directly as it said
on
How did you test that setting both to 4 didn't work?
This is how I tested it:
// Reading back the FBO does not work when it is disabled after render --
set this property of the
// renderStage to false. A workaround is to enable
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferObjectID) in
Jonathan Richard wrote on Monday, June 29, 2009 2:19 PM:
How did you test that setting both to 4 didn't work?
This is how I tested it:
...
// code in MyCameraDrawCallback
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
float* tempbuf32Bits = NULL;
tempbuf32Bits = new float[500*500];
Hi, I set the color by using a fragment shader and the 32 bits floating
point blending seems to be working now.
I would like to use multisampling in my FBO. How can I configure that? Is it
only by setting the method:
Camera::attach(BufferComponent buffer, osg::Texture* texture, unsigned int
Jonathan Richard wrote on Friday, June 26, 2009 3:30 PM:
Hi, I set the color by using a fragment shader and the 32 bits
floating point
blending seems to be working now.
I would like to use multisampling in my FBO. How can I configure that?
Is it
only by setting the method:
Hi,
I've quickly looked through the code, two lines bugged me:
// Tell to sort the mesh before displaying it
AFAIK OSG does not sort at the triangle level, there is an option to
make the sorting happen at a primitive level, but I think the default is
sorting on bounding sphere.
Hi,
Jonathan Richard wrote:
|// Tell to sort the mesh before displaying it
|AFAIK OSG does not sort at the triangle level, there is an option to
make the sorting happen at a primitive level, but I think the default is
sorting on bounding sphere.
I take this line (and the comment) from
Ok thank you for the advice. I'm not very familiar with the shader
programming yet, but I'm suppose to get into it soon. The problem that I see
is how to get access to the facet from the shader. If I'm into a fragment
shader I'll probably have no idea from which facet come each fragment. Is it
Hi, I'm using the osgViewer ::Viewer to perform floating point rendering in
an FBO and I have a problem when blending is enabled. My blending function
is defined by GL_ONE_MINUS_SRC_ALPHA for destination and GL_ONE for source.
The problem occurs when I draw a facet with a small color in
Hi,
are you sure your hardware supports 32-bit blending? What card/drivers
are you using?
We've tried identifying the effective resolution of blending on various
cards. I don't have the results handy, will try to get them.
jp
jonathan.richa...@gmail.com wrote:
Hi, I’m using the osgViewer
Hi,
posting some code would prob be best. How are you attaching the colours
to your facets? Texture? Shader?
A few things on my checklist normally:
Lighting off
Background
Render order
MRT enabled
gl_FragData in shaders
Texture mode
jp
jonathan.richa...@gmail.com wrote:
Hi,
my card is a
Hi,
The colors are attached by setting the ColorArray of the drawables of each
Geode like this:
int geodesNb = m_entityVectorOfGeodeVector[0].size();
osg::Geode* aGeode;
int drawablesNb;
osg::Drawable* aDrawable;
osg::Geometry* aDrawableGeometry;
osg::Vec4Array* aDrawableColor;
for (int
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