Hi Roger,
What they of viewer code are you using? osgViewer? Something else?
Robert.
On Fri, Dec 5, 2008 at 1:53 PM, Roger James <[EMAIL PROTECTED]> wrote:
> I have an app which uses osg::Camera to render to a shadow map. This works
> fine until the I try to run it old hardware that does not support frame
> buffer objects and the render target falls back to a one which causes a
> seperate GraphicsContext to be set up. This means that the following piece
> of code in RenderStage::draw fails because callingContext is not a valid
> pointer.
>
> if (_graphicsContext.valid() && _graphicsContext != callingContext)
> {
> // show we release the context so that others can use it?? will do
> so right
> // now as an experiment.
> callingContext->releaseContext(); !!! Crashes here
>
> This is because _graphicsContext is being set to the context created in the
> runCameraSetup but callingContext is set to
> _renderInfo.getState()->getGraphicsContext() which has not been set up by
> osgUtil::SceneView.
>
> Do I need to fix this by putting a valid GraphicsConext in the Sceneview
> RenderInfo. If so how should I set that up (I have never bothered before).
> Or should I just modify the code in RenderStage::draw like this..
>
> if (_graphicsContext.valid() && callingContext.valid()
> &&_graphicsContext != callingContext)
>
> Comments and ideas welcome.
>
> Thanks
>
> Roger
>
>
>
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>
>
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