Scrive Antonio Bleile <[EMAIL PROTECTED]>: > Hi, > > I was playing around with fbo's recently (as you might have noticed). > Everything works quite well so far, I use FBO's with color and > depth attachment in order to fully draw offline and to do some fancy > multipass rendering. Now we're trying to test our stuff on an > ATI board. The bad thing is that it just crashes inside the driver > when calling the render method on the FBO. If I remove the depth > attachment it starts working again. If I set setFboOn( false ) it > works as well, but that's not what I want. The osglog does not indicate > any problem. Just wanted to know if anybody here on the list uses > FBO's with ATI's and if there are anything I should consider :) > I'm using an ATI Radeon X1300 with the most recent driver.
Hi, after two days of debugging on an ATI board I eventually gave up to make the FBO's running on the ATI. The debugger told me that a call glFramebufferTexture2DEXT in FBOViewport::setTarget was the cause of the crash inside the dll of the ATI driver. The bad thing is that the tutorial with the fbo demo works, also the various ATI demos do work. I came to the conclusion that ATI users will have to use FBO's with setFboOn(false) which works pretty well and add's "just" a glCopy command as performace penalty (if you want full performance, buy an Nvidia board!). But there's a small problem I fixed in the current implementation of the FBOViewport: If you attach color AND depth buffer, only the first texture received a copy of the framebuffer. I attached a patch that copys also the depth buffer in case it is attached. Any comments/reviews appreciatet! Regards, Toni P.S.: Sorry for the <tab>'s... ---------------------------------------------------------------- This message was sent using IMP, the Internet Messaging Program.
OSGFBOViewport.cpp.patch
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