From Marcin Hajder, "This submission contains Texture2DMultisample osg implementation.

Texture2DMultismaple as name suggests provides means to directly access subsamples of rendered FBO target. (GLSL 1.5 texelFetch call).

Recently I was working on deferred renderer with OSG, during that I noticed there is no support for multisampled textures (GL_ARB_texture_multisample extension). After consultations with Paul Martz and Wojtek Lewandowski I added Texture2DMultisample class and made few necessary changes around osg::FrameBufferObject, osg::Texture and osgUtil::RenderStage classes."

and from follow email:

"Fixed. According to ARB_texture_multisample extension specification multisample textures  don't need TexParameters since they can only be fetched with  texelFetch."
This commit is contained in:
Robert Osfield
2010-04-22 17:02:22 +00:00
parent 3f7454fd8c
commit 5d0b84edd0
8 changed files with 291 additions and 4 deletions

View File

@@ -345,6 +345,7 @@ namespace osg
**************************************************************************/
class Texture1D;
class Texture2D;
class Texture2DMultisample;
class Texture3D;
class Texture2DArray;
class TextureCubeMap;
@@ -359,6 +360,7 @@ namespace osg
explicit FrameBufferAttachment(RenderBuffer* target);
explicit FrameBufferAttachment(Texture1D* target, int level = 0);
explicit FrameBufferAttachment(Texture2D* target, int level = 0);
explicit FrameBufferAttachment(Texture2DMultisample* target, int level = 0);
explicit FrameBufferAttachment(Texture3D* target, int zoffset, int level = 0);
explicit FrameBufferAttachment(Texture2DArray* target, int layer, int level = 0);
explicit FrameBufferAttachment(TextureCubeMap* target, int face, int level = 0);