Hi, I tried to fix it a few more times, but I can't. It's working for color but not for the depth buffer. When I execute the following code I get the variables texture2D and depth filled with white color. I draw the image and the texture on a rectangle.
Thanks for help, jojo Code: osgViewer::Viewer* v = new osgViewer::Viewer; v->setCameraManipulator(new osgGA::TrackballManipulator()); v->getCameraManipulator()->setHomePosition(getCameraPosition2(), getLookAtPoint(), getUpVector()); osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits; traits->target = osg::Camera::FRAME_BUFFER_OBJECT; traits->x =0; traits->y = 0; traits->width = 720; traits->height = 576; traits->windowDecoration = false; traits->doubleBuffer = false; traits->sharedContext = 0; traits->pbuffer = true; osg::GraphicsContext* _gc= osg::GraphicsContext::createGraphicsContext(traits.get()); v->getCamera()->setGraphicsContext(_gc); osg::Camera* camera = v->getCamera(); camera->setViewport(new osg::Viewport(0,0,720,576)); double fovy, aspectRatio, zNear, zFar; camera->getProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar); std::cout<< fovy << " " << aspectRatio<< " " << zNear << " " << zFar<<"\n"; fovy+=41.0; camera->setProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar); std::cout<< fovy << " " << aspectRatio<< " " << zNear << " " << zFar<<"\n"; v->setSceneData(osgDB::readNodeFile("Scene1.osg")); v->setDataVariance(osg::Object::DYNAMIC); v->setThreadingModel(osgViewer::Viewer::SingleThreaded); v->realize(); osg::ref_ptr<osg::Image> depth = new osg::Image; osg::ref_ptr<osg::Image> color = new osg::Image; color->allocateImage(720, 576, 1, GL_RGBA, GL_UNSIGNED_BYTE); depth->allocateImage(720, 576, 1, GL_DEPTH_COMPONENT, GL_FLOAT); camera->attach(osg::Camera::COLOR_BUFFER, color.get()); camera->attach(osg::Camera::DEPTH_BUFFER, depth.get()); osg::ref_ptr<osg::Texture2D> texture2D = new osg::Texture2D; texture2D->setTextureSize(720, 576); texture2D->setInternalFormat(GL_DEPTH_COMPONENT); texture2D->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); texture2D->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); camera->attach(osg::Camera::DEPTH_BUFFER, texture2D.get(), 0, 0, false); // camera->attach(osg::Camera::DEPTH_BUFFER, depth.get(),0,0); v->frame(); ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11207#11207 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org