To quote one of my favorite cartoon characters: Doh!
I set a bool parameter to the wrong value in a function call to one of my 
utility functions. This function was the one responsible for creating the 
texture and the wrong value meant that it created a Texture2D instead of a 
TextureRectangle.


/Andreas Lindmark

> ----- Original Message -----
> From: [EMAIL PROTECTED]
> To: "OpenSceneGraph Users" <[email protected]>
> Subject: Re: [osg-users] Floating point texture problem
> Date: Thu, 29 Nov 2007 19:11:57 +0800
> 
> 
> 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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