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Re: FrameBufferTextureGenerator stereo problem |
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Just can't stay away
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hi,
I tested here with a small example to chain three FBTGs nodes to try to reproduce your issue but without success. Here is the example i am using:
<Scene>
I am testing with the trunk. Could you also test with my example. Also it is better if you can provide an example to reproduce your issue. Mvh Hao
Posted on: 2017/3/2 11:38
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Re: FrameBufferTextureGenerator stereo problem |
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Quite a regular
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Thank you for your reply, I will test your example and reply with an example that describes our problem better.
Posted on: 2017/3/6 12:25
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Re: FrameBufferTextureGenerator stereo problem |
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Quite a regular
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Hi again,
We get some problems with your example as well, not at the same orientation and position through. While using the mouse to rotate the scene we noticed that again at times the left and/or the right buffer (using Vertical split) doesn't render correctly. See attached screenshot: frame_buffer_problem.jpg Since we are using the 2.3.0 release from the default release we guess that the problem has been fixed along the development... but it would be nice if you test our example as well to make sure ![]() Below is our x3d file (with the scene exchanged to the same box as your example):
<Scene>
Passthrough.vert:
void main() {
Bright.frag:
uniform sampler2D hdrBuffer;
Final.frag:
uniform sampler2D hdrBuffer;
Posted on: 2017/3/8 14:17
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Re: FrameBufferTextureGenerator stereo problem |
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Just can't stay away
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Hello,
I tested your example with the trunk version, it works all fine in stereo version. Also, i rechecked the example i provided with various orientations, it still looks fine with trunk version. So , it is very likely an issue in release 2.3 which get resolved later. I highly recommend you to try the trunk version
Posted on: 2017/3/9 18:29
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