This looks interesting Jason. Thanks! I'll  try that tomorrow.

Nice greetings
Mathias Buhr

Jason Daly wrote:
> Eric Sokolowsky wrote:
>> Mathias Buhr wrote:
>>  
>>> Hi everyone,
>>>
>>> I'm trying to use the stencil buffer to render only parts of the final
>>> image through other graph-attached cameras. The app works fine on ATI
>>> hardware but NVIDIA fails. OpenGL reports that the stencil buffer has
>>> only 0 bits (which is 8 bits on ATI, via
>>> glGetInterv(GL_STENCIL_BUFFER_BITS) in a DrawCallback). I have tested
>>> this on various linux boxes (Ubuntu 9.04, Fedora 11) with recent
>>> hardware and recent drivers.
>>> I'm pretty sure that a stencil buffer is available on this hardware
>>> because OSG seems to be able to utilize it (stereo-mode in
>>> osgUtil::SceneView uses stenciling and works fine). I'm pretty sure
>>> I've
>>> missed something. Is there anything special to do to get or enable a
>>> stencil buffer on Nvidia?
>>>     
>
> The stencil property of GraphicsContext::Traits is 0 by default.  Just
> set it to 8 before creating the GraphicsContext and it should work. 
> For example:
>
>   osg::ref_ptr<osg::GraphicsContext::Traits> traits =
>      new osg::GraphicsContext::Traits;
>   traits->x = 100;
>   traits->y = 100;
>   traits->width = 640;
>   traits->height = 480;
>   traits->windowDecoration = true;
>   traits->doubleBuffer = true;
>   traits->red = 8;
>   traits->green = 8;
>   traits->blue = 8;
>   traits->depth = 24;
>   traits->stencil = 8;
>   traits->sharedContext = 0;
>
>   osg::ref_ptr<osg::GraphicsContext> gc =
>      osg::GraphicsContext::createGraphicsContext(traits.get());
>
>
> --"J"
>
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