Carsten Neumann wrote:
>       Hello Marcus,
> 
> Marcus Lindblom wrote:
>> Marcus Lindblom wrote:
>>> Looking att the FrameBufferObjectBase constructor, the _mfDrawBuffers is 
>>> actually initialized as empty (size 0), although it looks as if the 
>>> constructor tries to add a zero element (which would make sense, use the 
>>> window system provided frame buffer to draw to).
>>>
>>> Inherited(),
>>>   _sfGLId                   (GLenum(0)),
>>>   _mfColorAttachments       (),
>>>   _mfDrawBuffers            (GLenum(0)), <---
>>>   _sfDepthAttachment        (NULL),
>>>   _sfStencilAttachment      (NULL),
>>>   _sfWidth                  (UInt16(0)),
>>>   _sfHeight                 (UInt16(0)),
>>>   _sfPostProcessOnDeactivate(bool(false))
>>> { }
>>>
>>> The main confusing part here is that _mfColorAttachments is default 
>>> initialized, and _mfDrawbuffers is not, but both ctors give the same 
>>> effect (empty MField).
>>>
>>> I'd expect the _mfDrawBuffers element to contain a zero element, but 
>>> that's not what happens. (It's easily fixed by adding a push_back(0) in 
>>> FrameBufferObject's ctor)
>> Hm. Perhaps I jumped to conclusion here. It doesn't work they way I want 
>> it to anyway (when adding a zero or GL_BACK value to _mfDrawBuffers myself)
>  > (I'm trying to use the default color buffer but a texture buffer for 
> depth.)
> 
> ok, I was about to ask that ;) ;)
> 
> can you give some more details on what does not work? I think putting 
> GL_BACK into _mfDrawBuffers, having no color but a depth attachment 
> should do what you want - I've not tried it though.

I tried that. Didn't work. Apparently GL_BACK isn't allowed for 
glDrawBuffers (it's ok for glDrawBuffer). (and 
GL_BACK_LEFT/GL_BACK_RIGHT didn't work either). :-|

I'm going to work on it more after the weekend. Hopefully I'll come up 
with something.

Cheers,
/Marcus


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