HI Marco,

I have tried combining multi-sampling and float point FBOs so haven't
come across this bug before.  I do wonder if the _internalFormat
itself could be automatically set, or perhaps if it's 0 then
RenderStage.cpp code to look for an alternative as a fallback - first
it could check for a texture, then finally drop back to RGBA.

Send me the changed file and I can pontificate on this.  Could you
also modify one of the render to texture examples to illustrate this
problem - as then I'll be able to test and confirm a fix.

Cheers,
Robet.

On Thu, Nov 13, 2008 at 10:55 PM, Marco Jez <[EMAIL PROTECTED]> wrote:
> I'm trying to add multisampling capabilities to my floating-point FBOs, but
> I've found what I think is a bug in osgUtil/RenderStage.cpp. Basically, when
> I specify a number of samples greater than 0, I actually get a
> non-floating-point framebuffer.
> See line 380 in RenderStage.cpp:
>
> GLenum internalFormat = attachment._internalFormat;
>
> if the attachment is actually a RTT target rather than a rendertarget, the
> internalFormat field will always be zero. This will make RenderStage pick
> the default value which is GL_RGBA, thus ignoring the target texture's
> internal format (GL_RGBA16F_ARB in my application). Replacing the above code
> with the following, fixes the problem for me:
>
> GLenum internalFormat;
> if (attachment._texture.valid())
>   internalFormat = attachment._texture->getInternalFormat();
> else
>   internalFormat = attachment._internalFormat;
>
> Now, I'm pretty new to all this multisampling stuff, and I'm not sure
> whether this fix is reliable and/or correct, so I'm not filing a submission
> for now. Robert, I can send the modified file if you think it's appropriate.
>
> Cheers,
> Marco
>
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