Bit more info

I've tracked it down to lines 541-553 of FrameBufferObject.cpp

        Texture::TextureObject *tobj = 0;

    if (_ximpl->textureTarget.valid())

    {

        tobj = _ximpl->textureTarget->getTextureObject(contextID);

        if (!tobj || tobj->id() == 0)

        {

            _ximpl->textureTarget->compileGLObjects(state);

            tobj = _ximpl->textureTarget->getTextureObject(contextID);


        }

        if (!tobj || tobj->id() == 0)

            return;

    }


It comes in tries the compileGLObjects then the next call to getTextureObject
still returns NULL so it returns.


Interesting, could that be a problem with my setup rather then the FBOs
themselves?


Tom




On 22 October 2010 04:47, Thomas Hogarth <[email protected]>wrote:

> Hi Stephan
>
> >perhaps all you have to do is this:
> >replace "#define LOAD_FBO_EXT .." in FrameBufferObject.cpp (around line
> 42) with
> >#if defined(OSG_GLES1_AVAILABLE)
> >      #define LOAD_FBO_EXT(name) setGLExtensionFuncPtr(name, (#name), (
> >std::string(#name)+std::string("OES") ).c_str() )
> >#else
> >       #define LOAD_FBO_EXT(name) setGLExtensionFuncPtr(name, (#name), (
> >std::string(#name)+std::string("EXT") ).c_str() )
> >#endif
> >Do you have a simple demo cpp to test this issue?
>
> I got round to trying FBOs with the modification you suggested. Here's what
> I ended up using as GLES2 doesn't use the OES suffix.
>
> #if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE)
>
> #if defined(OSG_GLES1_AVAILABLE)
>
>  #define LOAD_FBO_EXT(name) setGLExtensionFuncPtr(name, (#name), (
> std::string(#name)+std::string("OES") ).c_str() )
>
> #else
>
>  #define LOAD_FBO_EXT(name) setGLExtensionFuncPtr(name, (#name),
> std::string(#name).c_str() )
>
> #endif
>
> #else
>
> #define LOAD_FBO_EXT(name) setGLExtensionFuncPtr(name, (#name), (
> std::string(#name)+std::string("EXT") ).c_str() )
> #endif
>
> I've got no Idea if the whole OES thing is iOs specific or not.
>
> Any how, it hasn't worked but I'm only getting one complaint
>
> Error: glDrawBuffers not supported by OpenGL driver
>
> I've made a simple example that is attached and I've also attached the full
> log with debug_fp set. Bear in mind i'm using GLES2 so there's some shader
> gen stuff that shouldn't be relevant.
>
> I'm gonna continue digging but would really appreciate if you could lend a
> hand. Once this is working I think we have the full set of features I
> commonly use in OSG all working for IPhone. Yippee
>
> Tom
>
>
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