[osg-users] glCopyTexImage2D or Frame Buffer Object
Grosser.Martin at gmx.de
Tue Apr 19 07:39:08 PDT 2011
I have the answer of the question what is different.
Frame Buffer Object is render to texture. So the texture use the frame buffer and you render on it directly.
Copy to texture means that the frame buffer is copy to the texture buffer after the rendering.
I hope this is true. And if I copy it after the rendering I get the antialiasing and anagyphic features.
Another question. What is better? Is the copy too slow with a texture resolution of 1400x1050?
-------- Original-Nachricht --------
> Datum: Tue, 19 Apr 2011 16:30:19 +0200
> Von: "Martin Großer" <Grosser.Martin at gmx.de>
> An: osg-users at lists.openscenegraph.org
> Betreff: [osg-users] glCopyTexImage2D or Frame Buffer Object
> Few month ago, I got an application, which realized a "render to texture"
> with glCopyTexImage2D(GL_TEXTURE_2D,0,...) and the antialiasing and the
> anaglyphic works well. Today I tried the render-to-texture with the frame
> buffer object as render target for the osg::Camera and in this case the
> antialiasing doesn't work. Also the anaglyphic view doesn't work.
> Why did antialiasing and anaglyphic work with glCopyTexImage2D?
> I have read that the frame buffer object doesn't support antialiasing, is
> it true?
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