Hi Kai, I think you don't need to use GL3 flag. What OS are you working on ?
Can you use GL_RGB16F_ARB or GL_RGBA16F_ARB internal format for Texture2DMultisample ? Also, you don't need to use Camera::setImplicitBufferAttachmentRenderMask for Texture2DMultisample render target. I am going to prepare simple example soon, I will let you know about that. regards, Marcin ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27525#27525 _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
