From: DANIEL BASS (BASSD++at++aaicorp.com)
Date: 01/27/2003 12:24:28
Hi all,
I'm trying to integrate NVidia's render-to-texture (on Windows) into a
Performer app, and
I'm really close, but it's always that one last step...
Anyway, here goes,
Using the NVidia example I have modified simple.cxx as follows,
adding a PipeWin config callback, I have added the NVidia code that
(after having a graphics context - in NVidia example this is via
GLUT),
creates the PBuffer, makes it a texture, la-di-da.
Then, in the DRAW callback I have added the NVidia example code that
1) sets the graphic context to the PBuffer/texture
2) draws stuff
3) sets the graphic context to the screen
4) sets the texture to the previously drawn stuff
5) draws new stuff with the texture
When I do this with step 2 being straight OpenGL calls, it works
great.
But... when I replace step to with pfDraw() to draw my scene, then I
get
junk drawn to the texture.
It would seem that Performer has gotten confused by what I am doing
with the graphic contexts.
Any clues anyone?
Thanks,
--daniel
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