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
>
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