On Fri, March 22, 2013 09:01:29 Federico J. Fernández wrote: > All, > > I'm doing some experiments with GLSL shaders these days. For some of them, > I need to first render to a FBO, and then use that information to process > the final image. The main surface used is multisampled, which implies, > according to the documentation, that the FBO will not render to a texture > but to a render buffer. > > The question is how to access to the ID of that buffer, to be used as a > uniform for the shader. In the texture case, there is a texture() projector > in the FBO class, but there is no one for the render buffer.
Keep reading the next paragraph: http://qt-project.org/doc/qt-5.0/qtgui/qopenglframebufferobject.html#details the last paragraph (before 'Threading'): "If you want to use a framebuffer object with multisampling enabled as a texture, you first need to copy from it to a regular framebuffer object using QOpenGLContext::blitFramebuffer()." One simply can't use a multi-sampled surfaces as texture directly (until OpenGL4.x (or 3.x with extensions)). This has nothing to do with Qt, but with OpenGL limitations. > > Thanks. > > -- > fede _______________________________________________ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest