Hi,

Is it only possible, with FBO, to use the same color  for each texture channel? 
if I use the following code on channel 0 give me a black textured ...

Code:
static const char *shaderSource = {
            "uniform sampler2D baseMap;\n"
            "varying vec2 Texcoord;\n"
            "void main(void)\n"
            "{\n"
            "    gl_FragData[0] = texture2D( baseMap, Texcoord );\n"
            "    gl_FragData[1] = vec4(0,1,0,1);\n"
            "    gl_FragData[2] = vec4(0,0,1,1);\n"
            "    gl_FragData[3] = vec4(0,0,1,1);\n"
            "}\n"
        };


With other 3 channels can take one color texture and save it in png.

Thank you!

Cheers,
Aitor

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32530#32530





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