I've got rid of the "invalid enumeration after RenderBin::Draw" error by 
setting the source format
texture->setSourceFormat(GL_LUMINANCE);

The other error I get still remains:
"invalid operation after RenderBin::Draw"


> ----- Original Message -----
> From: [EMAIL PROTECTED]
> To: "OpenSceneGraph Users" <[email protected]>
> Subject: [osg-users] Floating point texture problem
> Date: Wed, 28 Nov 2007 21:58:20 +0800
> 
> 
> Hi,
> 
> I've got a project were I want to render a floating point texture.
> Currently im using a texture rectangle with GL_RGB as a render 
> target which is attached to a prerender camera. This works fine but 
> now I need to render to a floating point texture and I have tried 
> GL_FLOAT_R32_NV(which is the one I want), and some of the 
> ARB-variants but I guess im missing something because it does not 
> work. The shader im using is simply trying to output pixels as red 
> gl_FragColor.r = 1; but nothing seems to get rendered, the texture 
> just stays black .
> For the first frame that is rendered i get the following detected 
> OpenGL error: "invalid enumeration after RenderBin::Draw" and 
> subsequent rendering calls gives the message: "invalid operation 
> after RenderBin::Draw"
> 
> I set the following texture 'attributes'
> texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP);
> texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP);
> texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
> texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
> texture->setInternalFormat(GL_FLOAT_R32_NV);
> texture->setShadowComparison(false);
> 
> The texture is attached to the camera as osg::Camera::COLOR_BUFFER
> RenderTargetImplementation is set to FRAME_BUFFER_OBJECT
> 
> Im using a Quadro fx 700 with support for the GL_NV_float_buffer.
> 
> Any tips or pointers are highly appreciated!
> 
> /Andreas Lindmark
> 



=
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