Hello Mr. Carsten,

Thanks for the program it worked like that.

    manager()->getWindow()->activate();
    manager()->getWindow()->frameInit();

    RenderAction *rAct = RenderAction::create();
    m_fbovp->setParent(manager()->getWindow());
    rAct->setWindow(manager()->getWindow().getCPtr());
    m_fbovp->render(rAct);
    m_fbovp->setParent(NullFC);

Thanks again.

Carsten Neumann <[EMAIL PROTECTED]> wrote:  Hello Abdalla,

abdalla ramadan wrote:
> Hello Carsten,
> 
> Thanks for your reply, actually i didn't build opensg a debug build, i 
> used the prebuilt version, so i can't step in the write function
> fbotexi->write("test.png");

 From the filename used in the code you posted, I guess you are on 
windows? In that case the dailybuilds come with release and debug 
(appended D, e.g. OSGBaseD.dll) libraries. Or are you not using one of 
the dailybuilds, but a prebuilt version from a different source ?
Unfortunately I can not help with setting up VS to use the debug libs, 
but if you try that, please be very careful not to mix any debug and 
release libs, it causes very interesting errors at runtime.

> it steps in and out of the arrow operator 
> without problems, so i think it's the write function, i tried something 
> else that might give a hint
> if (fbotexi->getPixel(0) == 0); here gives me vector subscript out of 
> range. It seems that the pixels never written.

hm, could you compare the way you set up the FBO and the textures with 
how it is done in testFboVP.cpp (attached), please ?
Comparing the code there with what you sent, there seemed to be some 
minor differences, like a missing m_fbovp->setFboOn(true) and 
fbotexi->setWidth, fbotexi->setHeight instead of fbotexi->set (the 
latter actually allocates memory for the image, so this might be 
significant, although in theory the FBO should reallocate the image).
Maybe there is something else I've overlooked.

 Thanks,
  Carsten


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