I'm trying to create my own FBO, bound to a texture, for the first pass,
and then use that texture for the second pass, but I'm having trouble
getting the FBO to use the configuration.
I am new to Equalizer, and know that this should be possible using a
compound, but thought
I could avoid a readback by binding my own FBO to a texture, but its
not working.
If I bind my FBO and then call eq::Channel::frameDraw(), i get errors
in applyBuffer().
I tried calling applyBuffer, applyViewport, applyFrustum, applyHeadTransform
directly in my Channel's frameDraw, but the applyBuffer is failing:
59912 2957692928 ./lib/client/os.cpp:50 1635 Set breakpoint in
client/os.cpp:52 to debug
59912 2957692928 ./lib/client/os.cpp:31 1635 Got GL_INVALID_OPERATION
after glDrawBuffer( getDrawBuffer( )) in client/channel.cpp:624
59912 2957692928 ./lib/client/os.cpp:50 1635 Set breakpoint in
client/os.cpp:52 to debug
59912 2957692928 ./lib/client/os.cpp:31 1651 Got GL_INVALID_OPERATION
after glReadBuffer( getReadBuffer( )) in client/channel.cpp:623
(i can see my first pass output, sort of, but its "messed up")
Should I use a compound to render my two passes? Do I use different Channel
classes for the different passes? Sorry if this is obvious, RTFM, etc.
How would my second-pass fragment shader get its sampler2D to reference
the first pass output? and my other f.p. texture as well?
Or maybe I'm not setting up my FBO correctly: this is how it seems. But
I may be better off using eq for this. I'll be
looking into eq source to see what's happening, but hope there is an
easier way :-)
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