Hi, We are seeing strange inconsistencies using FBO and SimpleStage, where the rendered-to texture is often black, but sometimes correct, depending on viewing angle, whether validateAllGLObjects() is run or not (usually better results when running), etc.
Aye, there be gremlins afoot, methinks... ;) I've been beating my head against this for some days now, and it's hard to isolate it because it is (as usual) in the middle of a rather big system. (We have a 400mb 3D-texture, amongst other things.. :) Basically, we have two stages, and then the scene itself. First stage render a background to the texture buffer, second stage render some 3d into the texture (using the same TextureBuffer, and only covering part of the texture, hence the need for two stages, with different sizes). Then the texture is used as a simple decal in the scene. I've recently updated to r2151 but that didn't help. Any ideas, before I spend another day writing an app from scratch to try and nail down the bug? Cheers, /Marcus ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
