Hi Community,
I am having issues with using external textures. I set something like:
mExternalOsgDepth->InitFromExternalTexture2D(mRenderPlatform, (void*)(mOsgExternalDepth->getTextureObject(0)->id()), nullptr, false, true, simul::crossplatform::UNKNOWN, false, false, true, 1);
mExternalOsgColor->InitFromExternalTexture2D(mRenderPlatform, (void*)(mOsgExternalColor->getTextureObject(0)->id()), nullptr, false, true, simul::crossplatform::UNKNOWN, false, false, true, 1);
mHDR_MSAA_Fbo->SetExternalTextures(mExternalOsgColor, mExternalOsgDepth);
And I am still getting black image as an output. The attached snapshots are the checks of my external textures and the output without and with using these calls. Any hints? What is the expected color and depth format?
Thanks a bunch for any hint!
Cheers,
Nick
https://pasteboard.co/JV9jspv.jpg
https://pasteboard.co/JV9j1tQ.jpg
links to images
I have debugged the code I have (I am using evaluation) and it is crashing in FramebufferGL::Activate. It seams that SetExternalTextures is creating the buffers well, but not setting mFBOId vector which in Activate is used. Maybe this can be a pointer I hope
Hi again,
I have managed to give the renderer my external color buffer to render to and it works. However I really struggle with the external Depth. I have re-engineered lots of the code as hacks to make this work but I will really need some hints how to make it work with external Depth. What is the magic there?
Thanks a buch!
Cheers,
Nick
Finally I was able to make it works with external buffers. I had to mimic snippets from the source in my own app and here is the result
https://pasteboard.co/JVtEqjA.jpg
I am still having issues with flipped buffers and I am wondering if there is some setting to work with
Thank you again
Nick
I managed it with my client app to flip the buffer. It was a journey :). I am closing this issue
https://pasteboard.co/JVuoBT0.jpg