Hi, I inherited some code to read back texture data. This works fine on Linux platform but seg fault on Windows. Following is the list of the code segments,
...... // create and configure the texture that we're going // to use as target for render-to-texture (depth) m_texture = new osg::TextureRectangle; m_texture->setTextureSize(m_size.width, m_size.height); m_texture->setInternalFormat(GL_RGBA32F_ARB); m_texture->setSourceType(GL_FLOAT); m_texture->setSourceFormat(GL_RGBA); m_texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST); m_texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST); m_texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP); m_texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP); .... // receive the data every iteration float *m_buffer = new float[m_size.width* m_size.height*4]; m_texture->getTextureObject( m_contextID )->bind(); glGetTexImage( m_texture->getTextureTarget(), 0, GL_RGBA, GL_FLOAT, &m_buffer[0] ); The code seg fault when call to glTexImage. Did anyone have the save problem or am I missing steps on Windows. ... Regards, weiliang ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33206#33206 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org