Hello Marcus,
Marcus Lindblom wrote:
> We are seeing strange inconsistencies using FBO and SimpleStage, where
> the rendered-to texture is often black, but sometimes correct, depending
> on viewing angle, whether validateAllGLObjects() is run or not (usually
> better results when running), etc.
>
> Aye, there be gremlins afoot, methinks... ;)
>
> I've been beating my head against this for some days now, and it's hard
> to isolate it because it is (as usual) in the middle of a rather big
> system. (We have a 400mb 3D-texture, amongst other things.. :)
>
> Basically, we have two stages, and then the scene itself. First stage
> render a background to the texture buffer, second stage render some 3d
> into the texture (using the same TextureBuffer, and only covering part
> of the texture, hence the need for two stages, with different sizes).
> Then the texture is used as a simple decal in the scene.
>
> I've recently updated to r2151 but that didn't help.
>
> Any ideas, before I spend another day writing an app from scratch to try
> and nail down the bug?
hm, just a guess out of the blue: could it be that your stage is frustum
culled? Try disabling it with RenderAction::setFrustumCulling(false);
after updating to r2159, otherwise it will keep resetting after every
frame...
Cheers,
Carsten
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