Thanks for your comment Robert, I've tested other RTT targets and they all produce different results, it really seems to be a driver bug.
As I have a very near deadline I'll go a different route for the reflection (like in the osgreflect example), and I'll try to look further to this problem later. On Tue, Feb 24, 2009 at 5:34 PM, Robert Osfield <[email protected]>wrote: > Hi Serge, > > Sounds like a driver bug to me. Try moving on to a different > platform. Also try changing the RTT target to different types such as > pbuffer or frame buffer. > > Robert. > > On Tue, Feb 24, 2009 at 12:51 PM, Serge Lages <[email protected]> > wrote: > > Hi all, > > > > I am currently having trouble with a simple reflection shader and I hope > > someone could help me. You can find attached : > > > > - C++ code setting the scene, the shaders and a RTT camera. > > - Shaders (vertex and fragment) used to correctly project the reflected > > texture produced by the RTT. > > - A screenshot showing my problem... > > > > Currently everything works fine if I use 256x256 or 512x512 textures for > the > > RTT, but with bigger textures, the reflection starts to be erroneous (as > we > > can see in the screenshot). > > > > Anyone have any idea on what I am doing wrong ? I spend a full day trying > to > > figure out and I really start to be out of idea. :/ > > Thanks in advance for any help ! > > > > -- > > Serge Lages > > http://www.tharsis-software.com > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Serge Lages http://www.tharsis-software.com
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