> -----Messaggio originale-----
> Da: [EMAIL PROTECTED] [mailto:opensg-users-
> [EMAIL PROTECTED] Per conto di Daniel E. Shipton
> Inviato: mercoledì 6 giugno 2007 16.50
> A: [email protected]
> Oggetto: Re: [Opensg-users] R: fbo's and depth buffer
> 
> On 6/6/07, Antonio Bleile <[EMAIL PROTECTED]> wrote:
> > Hi Dan,
> >
> > > I can only speak to how it works in 2.0...but this is basically how I
> > > set up my TextureObjChunk for the FBO:
> > >
> > > img->set(OSG::Image::OSG_RGB_PF, size, size);
> > > depth_tex->setImage(img);
> > > depth_tex->setMinFilter(GL_LINEAR);
> > > depth_tex->setMagFilter(GL_LINEAR);
> > > depth_tex->setWrapS(GL_CLAMP_TO_EDGE);
> > > depth_tex->setWrapT(GL_CLAMP_TO_EDGE);
> > > depth_tex->setExternalFormat(GL_DEPTH_COMPONENT);
> > > depth_tex->setInternalFormat(GL_DEPTH_COMPONENT32);
> > > depth_tex->setCompareMode(GL_NONE);
> > > depth_tex->setCompareFunc(GL_LEQUAL);
> > > depth_tex->setDepthMode(GL_INTENSITY);
> > >
> > > Its not an apples to apples comparison but I hope that helps a bit.
> > > Also, in 2.0 you have to do the depth and color attachments separate.
> >
> > Things worsen when I don't use the ARB enums (GL_DEPTH_COMPONENT),
> > then I get INCOMPLETE_ATTACHMENT error....
> >
> 
> What kind of gfx board are you using?  I know that older NVIDIA boards
> would only work with certain pixel formats. At one time I had found a
> site that listed known working combinations for different boards...but
> I didn't bookmark it :(

Hi Dan,

it's a Quadro FX 3000... Yvonne just tried my code on her machine
and it worked as expected :( Perhaps it could also be an OpenSG 
version issue? I'm working with the CVS version of the 7th of May
2007... Any patches since then?

Cheers,

  Toni


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