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
> >
> >
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>



-- 
Serge Lages
http://www.tharsis-software.com
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