Hi Carsten,

thanks for your instructions, the most of the stuff is working right now.

> The warning message is a bit short/misleading, it does not refer to
> OpenSG Attachments but to FBO attachments, this is an error reported by
> OpenGL via glCheckFramebufferStatus().
>
>> WARNING: Incomplete Attachment
>> WARNING: 
>> (F:\Lib\OpenSG2_Repo\Source\System\State\Base\OSGLightChunk.cpp,136):
>> light:activate:precheck failed: (null) (0x506)
>>
>> Can anybody tell me, what Attachment is missing and perhaps where out
>> of this warnings?
>
> see above, something with your FBO setup is not quite correct. The
> warning from the light might be fallout from that, not sure.

I found the code, generating the error message.
When I want to add a StencilAttachment to the FrameBufferObject the
error occurs.

I create the RenderBuffer, set the internal format to GL_STENCIL_INDEX
and want to add it.

I have debugged the program with an OpenGL debugger, but I can't see,
what the problem is.
Here is the debug-trace, I hope someone has an idea, what is wrong.


W! Program Start
|  wglCreateContext(C001124E)
|  wglGetCurrentContext()
|  wglGetCurrentDC()
|  wglMakeCurrent(C001124E, 00010000)
|  glEnable(GL_DEPTH_TEST)
|  glEnable(GL_LIGHTING)
|  glEnable(GL_LIGHT0)
|  glGetIntegerv(GL_VIEWPORT, 002FFA68)
|  wglGetCurrentDC()
|  wglGetCurrentContext()
|  wglMakeCurrent(00000000, 00000000)
|  wglMakeCurrent(C001124E, 00010000)
|  glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
|  glPixelStorei(GL_PACK_ALIGNMENT, 1)
|  glDepthFunc(GL_LEQUAL)
|  glEnable(GL_DEPTH_TEST)
|  glEnable(GL_NORMALIZE)
|  glLightfv(GL_LIGHT0, GL_DIFFUSE, 002FF82C)
|  glLightfv(GL_LIGHT0, GL_SPECULAR, 002FF82C)
|  glGetString(GL_VERSION)
|  glGetString(GL_RENDERER)
|  glGetString(GL_VERSION)
|  glGetString(GL_EXTENSIONS)
|  glGetFloatv(GL_MAX_TEXTURE_UNITS, 002FF770)
|  glGetFloatv(GL_MAX_TEXTURE_IMAGE_UNITS, 002FF770)
|  glGetFloatv(GL_MAX_TEXTURE_COORDS, 002FF770)
|  glGetError()
|  wglMakeCurrent(00000000, 00000000)
|  wglGetCurrentContext()
|  wglGetCurrentDC()
|  wglMakeCurrent(C001124E, 00010000)
|  wglGetCurrentContext()
|  wglGetCurrentDC()
|  wglGetCurrentContext()
|  wglGetCurrentDC()
|  wglMakeCurrent(C001124E, 00010000)
|  glViewport(0, 0, 300, 300)
|  glDisable(GL_SCISSOR_TEST)
|  glPushAttrib(GL_VIEWPORT_BIT|GL_SCISSOR_BIT)
|  glMatrixMode(GL_PROJECTION)
|  glPushMatrix()
|  glLoadMatrixf(07477990)
|  glMatrixMode(GL_MODELVIEW)
|  glClearColor(1.000000, 0.000000, 0.000000, 1.000000)
|  glClearDepth(1.000000)
|  glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT)
|  glGenFramebuffersEXT(1, 002FEBB0)
|  glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 1)
|  glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, 002FEB70)
|  glGenTextures(1, 002FE904)
|  glGetError()
|  glBindTexture(GL_TEXTURE_2D, 1)
|  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.000000)
|  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729)
|  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729)
|  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 10497)
|  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 10497)
|  glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, 06D22BA8)
|  glGetError()
|  glTexImage2D(GL_TEXTURE_2D, 0, 6407, 512, 512, 0, GL_RGB,
GL_UNSIGNED_BYTE, 095F0040)
|  glGetError()
|  glBindTexture(GL_TEXTURE_2D, 0)
|  glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, 1, 0)
|  glGetError()
|  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT1_EXT, GL_RENDERBUFFER_EXT, 0)
|  glGetError()
|  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT2_EXT, GL_RENDERBUFFER_EXT, 0)
|  glGetError()
|  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT3_EXT, GL_RENDERBUFFER_EXT, 0)
|  glGetError()
|  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT4_EXT, GL_RENDERBUFFER_EXT, 0)
|  glGetError()
|  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT5_EXT, GL_RENDERBUFFER_EXT, 0)
|  glGetError()
|  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT6_EXT, GL_RENDERBUFFER_EXT, 0)
|  glGetError()
|  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT7_EXT, GL_RENDERBUFFER_EXT, 0)
|  glGetError()
|  glGenRenderbuffersEXT(1, 002FE920)
|  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 1)
|  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, 512, 512)
|  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 1)
|  glGetError()
|  glGenRenderbuffersEXT(1, 002FE920)
|  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 2)
|  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX, 512, 512)
W! OpenGL error GL_INVALID_ENUM detected
>  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, 
> GL_RENDERBUFFER_EXT, 2)


thank you very much for your help,
Constantin

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