Once you have your result in a texture, you can simply set the FBO back to the one that Motion gives you, draw a textured quad that's the size of the output and apply your texture to it. So in pseudocode, it looks something like this:
MotionsFBO = saveCurrentFBO(); setCurrentFBO(myFBO, myOutputTexture); DrawMyStuff(); glFlush();
setCurrentFBO (MotionsFBO); glEnable(GL_TEXTURE_RECTANGLE_EXT); // or whichever texture target you've used for myOutputTexture glActiveTexture(myOutputTexture); glBegin(GL_QUADS); glTexCoord2d(…); glVertex2d(…); … etc. … glEnd();
Does that make sense?
Darrin On Oct 21, 2013, at 9:46 AM, Ardo Avancena < email@hidden> wrote: I want to render the fbo I have in memory to the current fbo I
see in motion.
The expected outcome should be the main texture in motion with the attached picture. Any suggestions on how I should go about this one?
Do not post admin requests to the list. They will be ignored.
Pro-apps-dev mailing list (email@hidden)
Help/Unsubscribe/Update your Subscription:
This email sent to email@hidden
|