[osg-submissions] Move MRT into FBO patch
Art Tevs
stud_info2 at yahoo.de
Wed Apr 16 03:13:51 PDT 2008
Hi Robert,
I have now found out when this problem with
glDrawBuffers happens, or at least I suppose I know
when.
The problem comes when one use FBO as StateAttribute.
In my case I do assign the FBO as state attribute to
the stateset of a node, allowing nodes to specify if
they want to be rendered in a texture or not.
This means, that everytime when the node is rendered
there is a glDrawBuffers call, because of the FBO.
However afterwards there is no reset to the default
draw buffers mode. Even worse, there is no real unbind
of the FBO, which mean, I have to add an empty FBO to
other nodes, which do not use FBO, so that I get
something like glBindFramebufferEXT(0) called when
other nodes are rendered.
I hope I was able to explain you my problem.
I think this is not only a problem with draw buffers,
but also with FBOs if one use them as StateAttribute
in a StateSet.
Please comment on this. I have already couple of ideas
how to solve that issue, however we have to discuss.
Maybe I am making mistakes.
Art
--- Robert Osfield <robert.osfield at gmail.com> schrieb:
> On Wed, Apr 16, 2008 at 10:41 AM, Art Tevs
> <stud_info2 at yahoo.de> wrote:
> > good, I am glad to hear that this do its job.
> > Then this feature can now be shipped as official
> MRT
> > support in the upcoming osg version ;-)
>
> Yep, it'll be in 2.4 ;-)
>
> Could you let us know how testing goes at your end,
> and whether we do
> need to add the extra fallback glDrawBuffers calls
> into
> FrameBufferObject.cpp
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>
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