First of all sorry for forgetting the subject. Shame on me.

Quoting Antonio Bleile <[EMAIL PROTECTED]>:

> Hi,
>
> are you using an ATI graphics board?
No, I am using a Quadro FX 3000.
And as I said the example works.

> If so,
> you're unlucky. It just won't work. It's a
> driver issue somehow. You can switch into
> "simulated" fbo mode calling setFboOn(false),
> that should work, can you try that?
I found something out. It crashes when I start our renderer with a model file as
command line parameter and it says that I need the extension when I start the
renderer without anything and load a model later. You must know that the FBO
only gets created and rendered after model loading. So looks like there is
something wrong with our renderer (must look into that later).
Calling setFboOn(false) prevents the message that I need the extension but not
the crash if I load a model directly. I don't use the rendertarget to texture
anything in the main scene at the moment, so I cannot say if it works.
The crash now happens in void FBOViewport::render(RenderActionBase* action) line
512 win-resizeGL(). So there seems to be something wrong with our window
managing code, although it works without FBOs.
I will look into it more deeply next week and keep you updated.

Thanks for the help so far.


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