Hello Constantin,
> Datum: Fri, 15 Oct 2010 13:55:14 +0200 > Von: "Constantin Müller" <constantinmuelle...@googlemail.com> > > hm, I'm afraid nothing comes to mind that would explain this. One > possibility is that the Stage used to render into your FBO is itself being > culled > - can you set the volume of the stage's node to infinite? > > The size of the stage is set to (0.0f,0.0f,1.0f,1.0f). Is that what > you meant? Or do i have to set it to something like > (-OSG::Inf,-OSG::Inf ,OSG::Inf ,OSG::Inf )? no, that is the portion of the FBO written to by the stage (kind of like the viewport for a window). I meant that since a stage is a type of NodeCore it has a Node which places it in the scene (usually somewhere close to the root) - I was referring to that Node's bounding volume. It also means it is subject to frustum culling, just like any other node. So if the stage is a child of the scene root, it is in the origin and has a bounding volume that contains the scene to be rendered into the stage (i.e. the stage's children). Depending on what you render into the FBO and how you use it, you may want to render it even if the stage is not inside the camera frustum, in that case you can make the node of the stage have an infinite bounding volume. Don't think that is the problem here though, see below. > > Beyond that I'm not sure where to look for the problem, it sounds a bit > as if somewhere the modified near value is cached and not updated > correctly, but why does it update the first time you change it? Can you run > your > program under an OpenGL debugger [1] to see if the scene is being frustum > culled by OpenSG (i.e. no draw calls are being made), is outside OpenGLs > camera > volume (i.e. camera values are not correctly updated) or if for some > reason the read back stops working? That would be very helpful to figure out > where to look more closely at the code. > > > > I've run the programm and send you the files off-list. Thanks! Looking at the log I've noticed that at one point this changes: from: glClearDepth(1.000000) to: glClearDepth(0.000000) So the problem is that you are clearing the depth buffer with the value for objects 'in' the near plane and nothing will pass the depth test afterward. Do you at some point change the clear depth of a background perhaps? Cheers, Carsten -- GRATIS! Movie-FLAT mit über 300 Videos. Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome ------------------------------------------------------------------------------ Download new Adobe(R) Flash(R) Builder(TM) 4 The new Adobe(R) Flex(R) 4 and Flash(R) Builder(TM) 4 (formerly Flex(R) Builder(TM)) enable the development of rich applications that run across multiple browsers and platforms. Download your free trials today! http://p.sf.net/sfu/adobe-dev2dev _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users