Hi Julien,

I haven't personally tested this feature yet, but having merged the
submissions I know that the FACE_CONTROLLED_BY_GEOMETRY_SHADER control
is only available on recent hardware and drivers so check whether this
feature is available on your hardware.

Robert.

On Sat, Dec 18, 2010 at 7:19 PM, Julien Valentin
<julienvalenti...@gmail.com> wrote:
> Hi,
> I'm trying to make efficient fluid simulation with osg
> I've just found this page :
> http://www.mail-archive.com//msg05568.html
>
> It look pretty great as my 1 camera per slice code is very CPU time consuming.
>
> I develop a geometry shader that change gl_layer value per primitive.
> It work so i change my texture my texture attachement to camera's FBO as 
> follow:
>
> Code:
>
> for(int i=0;i<_depth;i++){
> //one cam per slice
> _cameras[i]->attach( osg::Camera::COLOR_BUFFER,tex,0,i,false);
> }
>
> to
>
> for(int i=0;i<1;i++){
> //one overalll camera
> _cameras[0]->attach( 
> osg::Camera::COLOR_BUFFER,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER);
> }
>
>
>
>
>
> But this change make a crash:
>
>
> Code:
>
> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8da8
>
>
>
>
> Any idea?
>
> Thank you!
>
> Cheers,
> Julien[/code]
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=34962#34962
>
>
>
>
>
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> osg-users mailing list
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>
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