Hello, sorry for the long delay.
I have some problem attaching the patches. I used the SVN repository-sources of OpenSG. I have never worked with patches before so I tried to apply the last patch. This did not work with svn (now I know it's because the patch is from git). Therefore I had to apply the patch by hand. This worked quite ok, but I'm very interested in how to apply it properly. Today I tried to apply the 2nd patch. Therefore I installed Git and cloned the http://www.cgmt.org/user/gerrit/OpenSG.git repo. I tried to apply the patch but this did not work. Here the git output: $ git apply --directory=D:/OpenSGGit C:/fbo.depth.stencil.readback.02.diff --verbose Checking patch D:/OpenSGGit/Source/System/Window/FrameBufferObjects/OSGFrameBufferObject.cpp... error: while searching for: (*attIt)->processPreDeactivate(pEnv, index); } } osgGlBindFramebufferProc(GL_FRAMEBUFFER_EXT, 0); error: patch failed: D:/OpenSGGit/Source/System/Window/FrameBufferObjects/OSGFrameBufferObject.cpp:403 error: D:/OpenSGGit/Source/System/Window/FrameBufferObjects/OSGFrameBufferObject.cpp: patch does not apply Checking patch D:/OpenSGGit/Source/System/Window/FrameBufferObjects/OSGFrameBufferObject.h... Could you explain me how I could apply the patch? thanks, Constantin 2010/8/31 Carsten Neumann <carsten_neum...@gmx.net>: > Hello Gerrit, > > On 08/31/10 11:16, Gerrit Voß wrote: >> On Tue, 2010-08-31 at 09:49 -0500, Carsten Neumann wrote: >>> hm, apparently one does not pass anything to glReadBuffer (i.e. I >>> suppose GL_NONE is the right value) - I have to admit that this makes >>> little sense to me and I don't understand how the following >>> glReadPixels() is supposed to know that it should read from the combined >>> depth/stencil buffer >> >> because you pass GL_DEPTH_STENCIL_EXT/GL_DEPTH_COMPONENT to glReadPixels >> and for this you only have one binding point inside the FBO unlike the >> ColorBuffers where you have many and thus have to select one with >> glReadBuffer. > > hm, that makes sense. On the other hand to read the application > framebuffer depth or stencil one had to use glReadBuffer(GL_DEPTH) or > glReadBuffer(GL_STENCIL), which makes this a bit inconsistent, but ok. > >> Why it does not ignore what is set in glReadBuffer I >> don't know. > > It might actually ignore the value set in glReadBuffer, but I was trying > to call it with something like GL_DEPTH_STENCIL_EXT, which it did not > like ;) > > Cheers, > Carsten > > ------------------------------------------------------------------------------ > This SF.net Dev2Dev email is sponsored by: > > Show off your parallel programming skills. > Enter the Intel(R) Threading Challenge 2010. > http://p.sf.net/sfu/intel-thread-sfd > _______________________________________________ > Opensg-users mailing list > Opensg-users@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/opensg-users > ------------------------------------------------------------------------------ Start uncovering the many advantages of virtual appliances and start using them to simplify application deployment and accelerate your shift to cloud computing. http://p.sf.net/sfu/novell-sfdev2dev _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users