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

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http://forum.openscenegraph.org/viewtopic.php?p=33206#33206





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