I used 
camera->setImplicitBufferAttachmentMask( 
osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT, 
osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT );

to avoid having a depth buffer attached.

HTH
Regards,
-Fred


----- "Julien Valentin" a écrit :

> Thank for your answer:
> I've manage to make it work in pure GL3 without osg and see that your
> tweak in osg is the right thing to do.
> However it always doesnt work..
> here are the different GL call for fbo creation for 2 case:
> 
> -working case (only one slice)
> cam->attach( osg::Camera::COLOR_BUFFER0,tex,0,0)
> 
> Code:
>  glGenRenderbuffersEXT(1, 048DEA40)
> |  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 1)
> |  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
> GL_DEPTH_COMPONENT24_SGIX, 64, 64)
> |  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
> GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 1)
> //render to only one slice
> |  glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
> GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_3D, 3, 0, 0)
> |  glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
> |  glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 1)
> 
> 
> 
> -the FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS case with
> cam->attach(
> osg::Camera::COLOR_BUFFER0,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER)
> 
> Code:
> 
> |  glGenRenderbuffersEXT(1, 0484EA40)
> |  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 1)
> |  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
> GL_DEPTH_COMPONENT24_SGIX, 64, 64)
> |  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
> GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 1)
> //render to all slice
> |  glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT,
> GL_COLOR_ATTACHMENT0_EXT, 3, 0)
> |  glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
> 
> 
> 
> All seems right but error occurs on glCheckFramebufferStatusEXT..
> 
> 
> Further, my working version (pure GL3)  dont initialize RenderBuffer
> with GL_DEPTH_COMPONENT24_SGIX, but with GL_RGBA
> 
> Could it be a problem with it? Strange because it dont bother the
> "only one slice" version...
> 
> Could it be because I use CORE 330 shaders?
> 
> Please help
> 
> 
> Frederic Bouvier wrote:
> > Hi Julien,
> >
> > It's me that submitted this change at
> > http://www.mail-archive.com//msg05568.html
> >
> > It's hard to tell what's going wrong without the full code of your
> camera setup.
> > In http://www.opengl.org/registry/specs/ARB/geometry_shader4.txt
> > error 0x8da8 refers to FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB and
> the
> > document has possible cause for this error.
> >
> > Regards,
> > -Fred
> >
> >
> > ----- "Julien Valentin" a écrit :
> >
> >
> > > 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
> > >
> > _______________________________________________
> > osg-users mailing list
> >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >  ------------------
> > Post generated by Mail2Forum
> 
> 
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=35027#35027
> 
> 
> 
> 
> 
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