I am trying to determine if this is a bug:
When using a temporary texture definition with global_scope the fsaa quality is not the same as when using local_scope.
Looking at OgreCompositorInstance.cpp global_scope textures are actually referenced to the compositor parent rendertarget, which should have the correct fsaa settings.
Just switching a local compositor texture from TS_LOCAL to TS_GLOBAL changes the fsaa quality!
I need the temporary texture in a second compositor which is not active at the same time, that's why I am using global_scope in the first compositor.
Any ideas why this is happening?
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[1.9] global_scope in compositor
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- Halfling
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- Joined: Wed Sep 19, 2012 1:41 pm
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Re: [1.9] global_scope in compositor
This problem is not exactly solved, but I found a different approach without using a compositor mit global_scope textures.
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- Halfling
- Posts: 90
- Joined: Wed Sep 19, 2012 1:41 pm
- x 1
Re: [1.9] global_scope in compositor
Unfortunately there seems to be no way to get a fast copy of a renderbuffer into a new texture.
copyFromFramebuffer() is not exposed in the API.
Doing a texture to texture copy ( copyToTexture() ) is way to slow.
So, I guess, I do need to use a compositor to get a copy of the current scene into a texture for later use. Only the fsaa is off... Why is that?
A different solution would be to render to alternating rendertargets, but this needs a lot of overhead and I am having trouble updating my rendertargets manually...
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copyFromFramebuffer() is not exposed in the API.
Doing a texture to texture copy ( copyToTexture() ) is way to slow.
So, I guess, I do need to use a compositor to get a copy of the current scene into a texture for later use. Only the fsaa is off... Why is that?
A different solution would be to render to alternating rendertargets, but this needs a lot of overhead and I am having trouble updating my rendertargets manually...
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