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
>
>
>
>
>
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