Hi Roman, The right place to discuss this issue is on osg-users mailing list/forum rather than submissions. Please move the topic there.
Robert. On 19 July 2013 19:06, Roman Grigoriev <[email protected]> wrote: > Hi, > I tried to make FBO work on android, but failed > Yes we should comment glDrawBuffers It doesn't exist on GLES2.0 > For now I have incomplete attachment. > Here is my simple texture > osg::ref_ptr<osg::Texture2D> visual_tex = new osg::Texture2D; > visual_tex->setTextureSize( 256,256); > visual_tex->setSourceFormat(GL_RGBA); > visual_tex->setSourceType(GL_UNSIGNED_BYTE); > > visual_tex->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); > > visual_tex->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); > visual_tex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); > visual_tex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); > visual_tex->setResizeNonPowerOfTwoHint(false); > and camera > colorCamera1->attach(osg::Camera::COLOR_BUFFER, visual_tex.get()); > > colorCamera1->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); > Could you please tell me why OSG bind renderbuffer and my texture to > context? > As far as I understand I don't bind MSFBO and I don't need to resolve > framebuffer. > Thank you! > Cheers, > Roman > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=55306#55306 > > > > > > _______________________________________________ > osg-submissions mailing list > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org >
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