I've recently switched my application from 2.9.9 to 2.9.12 and now I'm having 
FrameBufferObject problems (there seems to have been recent changes in this 
area).  

The problem can be replicated in osgprerender example with a few minor changes 
(see attached). These changes simple "recreate" the viewer after hitting the 
escape key rather than simply exiting the executable. These errors (constantly 
displayed) started showing up once the viewer is displayed the second time: 
Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..)
 I do not have this problem with OSG 2.9.9 and 2.9.10 but do have this problem 
with 2.9.11 and 2.9.12 when using this same exact test program.

I'm running this version of osgprerender example with the --fbo option but I 
believe this is the default option.

Are you sure that these FBOs are being created correctly in OSG >= 2.9.10? 

Paul Palumbo

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=38598#38598



/* OpenSceneGraph example, osgprerender.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the "Software"), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#include <osg/GLExtensions>
#include <osg/Node>
#include <osg/Geometry>
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osg/TextureRectangle>
#include <osg/Stencil>
#include <osg/ColorMask>
#include <osg/Depth>
#include <osg/Billboard>
#include <osg/Material>
#include <osg/AnimationPath>

#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>

#include <osgUtil/SmoothingVisitor>

#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>

#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>

#include <iostream>

// call back which creates a deformation field to oscillate the model.
class MyGeometryCallback : 
    public osg::Drawable::UpdateCallback, 
    public osg::Drawable::AttributeFunctor
{
    public:
    
        MyGeometryCallback(const osg::Vec3& o,
                           const osg::Vec3& x,const osg::Vec3& y,const 
osg::Vec3& z,
                           double period,double xphase,double amplitude):
            _firstCall(true),
            _startTime(0.0),
            _time(0.0),
            _period(period),
            _xphase(xphase),
            _amplitude(amplitude),
            _origin(o),
            _xAxis(x),
            _yAxis(y),
            _zAxis(z) {}
    
        virtual void update(osg::NodeVisitor* nv,osg::Drawable* drawable)
        {
            // OpenThreads::Thread::microSleep( 1000 );
            
            const osg::FrameStamp* fs = nv->getFrameStamp();
            double simulationTime = fs->getSimulationTime();
            if (_firstCall)
            {
                _firstCall = false;
                _startTime = simulationTime;
            }
            
            _time = simulationTime-_startTime;
            
            drawable->accept(*this);
            drawable->dirtyBound();
            
            osg::Geometry* geometry = dynamic_cast<osg::Geometry*>(drawable);
            if (geometry)
            {
                osgUtil::SmoothingVisitor::smooth(*geometry);
            }
            
        }
        
        virtual void apply(osg::Drawable::AttributeType type,unsigned int 
count,osg::Vec3* begin) 
        {
            if (type == osg::Drawable::VERTICES)
            {
                const float TwoPI=2.0f*osg::PI;
                const float phase = -_time/_period;
                
                osg::Vec3* end = begin+count;
                for (osg::Vec3* itr=begin;itr<end;++itr)
                {
                    osg::Vec3 dv(*itr-_origin);
                    osg::Vec3 local(dv*_xAxis,dv*_yAxis,dv*_zAxis);
                    
                    local.z() = local.x()*_amplitude*
                                sinf(TwoPI*(phase+local.x()*_xphase)); 
                    
                    (*itr) = _origin + 
                             _xAxis*local.x()+
                             _yAxis*local.y()+
                             _zAxis*local.z();
                }
            }
        }

        bool    _firstCall;

        double  _startTime;
        double  _time;
        
        double  _period;
        double  _xphase;
        float   _amplitude;

        osg::Vec3   _origin;
        osg::Vec3   _xAxis;
        osg::Vec3   _yAxis;
        osg::Vec3   _zAxis;
        
};

struct MyCameraPostDrawCallback : public osg::Camera::DrawCallback
{
    MyCameraPostDrawCallback(osg::Image* image):
        _image(image)
    {
    }

    virtual void operator () (const osg::Camera& /*camera*/) const
    {
        if (_image && _image->getPixelFormat()==GL_RGBA && 
_image->getDataType()==GL_UNSIGNED_BYTE)
        {
            // we'll pick out the center 1/2 of the whole image,
            int column_start = _image->s()/4;
            int column_end = 3*column_start;
            
            int row_start = _image->t()/4;
            int row_end = 3*row_start;
            

            // and then invert these pixels
            for(int r=row_start; r<row_end; ++r)
            {
                unsigned char* data = _image->data(column_start, r);
                for(int c=column_start; c<column_end; ++c)
                {
                    (*data) = 255-(*data); ++data;
                    (*data) = 255-(*data); ++data;
                    (*data) = 255-(*data); ++data;
                    (*data) = 255; ++data;
                }
            }


            // dirty the image (increments the modified count) so that any 
textures
            // using the image can be informed that they need to update.
            _image->dirty();
        }
        else if (_image && _image->getPixelFormat()==GL_RGBA && 
_image->getDataType()==GL_FLOAT)
        {
            // we'll pick out the center 1/2 of the whole image,
            int column_start = _image->s()/4;
            int column_end = 3*column_start;
            
            int row_start = _image->t()/4;
            int row_end = 3*row_start;
            
            // and then invert these pixels
            for(int r=row_start; r<row_end; ++r)
            {
                float* data = (float*)_image->data(column_start, r);
                for(int c=column_start; c<column_end; ++c)
                {
                    (*data) = 1.0f-(*data); ++data;
                    (*data) = 1.0f-(*data); ++data;
                    (*data) = 1.0f-(*data); ++data;
                    (*data) = 1.0f; ++data;
                }
            }

            // dirty the image (increments the modified count) so that any 
textures
            // using the image can be informed that they need to update.
            _image->dirty();
        }
       
    }
    
    osg::Image* _image;
};


osg::Node* createPreRenderSubGraph(osg::Node* subgraph, 
                                   unsigned tex_width, unsigned tex_height, 
                                   osg::Camera::RenderTargetImplementation 
renderImplementation, 
                                   bool useImage, bool useTextureRectangle, 
bool useHDR, 
                                   unsigned int samples, unsigned int 
colorSamples)
{
    if (!subgraph) return 0;

    // create a group to contain the flag and the pre rendering camera.
    osg::Group* parent = new osg::Group;

    // texture to render to and to use for rendering of flag.
    osg::Texture* texture = 0;
    if (useTextureRectangle)
    {
        osg::TextureRectangle* textureRect = new osg::TextureRectangle;
        textureRect->setTextureSize(tex_width, tex_height);
        textureRect->setInternalFormat(GL_RGBA);
        
textureRect->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
        
textureRect->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
        
        texture = textureRect;
    }
    else
    {
        osg::Texture2D* texture2D = new osg::Texture2D;
        texture2D->setTextureSize(tex_width, tex_height);
        texture2D->setInternalFormat(GL_RGBA);
        texture2D->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
        texture2D->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
        
        texture = texture2D;
    } 

    if (useHDR)
    {
        texture->setInternalFormat(GL_RGBA16F_ARB);
        texture->setSourceFormat(GL_RGBA);
        texture->setSourceType(GL_FLOAT);
    }

    // first create the geometry of the flag of which to view.
    { 
        // create the to visualize.
        osg::Geometry* polyGeom = new osg::Geometry();

        polyGeom->setName( "PolyGeom" );

        polyGeom->setDataVariance( osg::Object::DYNAMIC );
        polyGeom->setSupportsDisplayList(false);

        osg::Vec3 origin(0.0f,0.0f,0.0f);
        osg::Vec3 xAxis(1.0f,0.0f,0.0f);
        osg::Vec3 yAxis(0.0f,0.0f,1.0f);
        osg::Vec3 zAxis(0.0f,-1.0f,0.0f);
        float height = 100.0f;
        float width = 200.0f;
        int noSteps = 20;

        osg::Vec3Array* vertices = new osg::Vec3Array;
        osg::Vec3 bottom = origin;
        osg::Vec3 top = origin; top.z()+= height;
        osg::Vec3 dv = xAxis*(width/((float)(noSteps-1)));

        osg::Vec2Array* texcoords = new osg::Vec2Array;
        
        // note, when we use TextureRectangle we have to scale the tex coords 
up to compensate.
        osg::Vec2 bottom_texcoord(0.0f,0.0f);
        osg::Vec2 top_texcoord(0.0f, useTextureRectangle ? tex_height : 1.0f);
        osg::Vec2 dv_texcoord((useTextureRectangle ? tex_width : 
1.0f)/(float)(noSteps-1),0.0f);

        for(int i=0;i<noSteps;++i)
        {
            vertices->push_back(top);
            vertices->push_back(bottom);
            top+=dv;
            bottom+=dv;

            texcoords->push_back(top_texcoord);
            texcoords->push_back(bottom_texcoord);
            top_texcoord+=dv_texcoord;
            bottom_texcoord+=dv_texcoord;
        }


        // pass the created vertex array to the points geometry object.
        polyGeom->setVertexArray(vertices);

        polyGeom->setTexCoordArray(0,texcoords);

        osg::Vec4Array* colors = new osg::Vec4Array;
        colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
        polyGeom->setColorArray(colors);
        polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);

        polyGeom->addPrimitiveSet(new 
osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,vertices->size()));

        // new we need to add the texture to the Drawable, we do so by creating 
a 
        // StateSet to contain the Texture StateAttribute.
        osg::StateSet* stateset = new osg::StateSet;

        stateset->setTextureAttributeAndModes(0, 
texture,osg::StateAttribute::ON);

        polyGeom->setStateSet(stateset);

        polyGeom->setUpdateCallback(new 
MyGeometryCallback(origin,xAxis,yAxis,zAxis,1.0,1.0/width,0.2f));

        osg::Geode* geode = new osg::Geode();
        geode->addDrawable(polyGeom);
        
        parent->addChild(geode);

    }


    // then create the camera node to do the render to texture
    {    
        osg::Camera* camera = new osg::Camera;

        // set up the background color and clear mask.
        camera->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
        camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        const osg::BoundingSphere& bs = subgraph->getBound();
        if (!bs.valid())
        {
            return subgraph;
        }

        float znear = 1.0f*bs.radius();
        float zfar  = 3.0f*bs.radius();

        // 2:1 aspect ratio as per flag geometry below.
        float proj_top   = 0.25f*znear;
        float proj_right = 0.5f*znear;

        znear *= 0.9f;
        zfar *= 1.1f;

        // set up projection.
        
camera->setProjectionMatrixAsFrustum(-proj_right,proj_right,-proj_top,proj_top,znear,zfar);

        // set view
        camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
        
camera->setViewMatrixAsLookAt(bs.center()-osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));

        // set viewport
        camera->setViewport(0,0,tex_width,tex_height);

        // set the camera to render before the main camera.
        camera->setRenderOrder(osg::Camera::PRE_RENDER);

        // tell the camera to use OpenGL frame buffer object where supported.
        camera->setRenderTargetImplementation(renderImplementation);

        
        if (useImage)
        {
            osg::Image* image = new osg::Image;
            //image->allocateImage(tex_width, tex_height, 1, GL_RGBA, 
GL_UNSIGNED_BYTE);
            image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_FLOAT);

            // attach the image so its copied on each frame.
            camera->attach(osg::Camera::COLOR_BUFFER, image,
                           samples, colorSamples);
            
            camera->setPostDrawCallback(new MyCameraPostDrawCallback(image));
            
            // Rather than attach the texture directly to illustrate the 
texture's ability to
            // detect an image update and to subload the image onto the 
texture.  You needn't
            // do this when using an Image for copying to, as a separate 
camera->attach(..)
            // would suffice as well, but we'll do it the long way round here 
just for demonstration
            // purposes (long way round meaning we'll need to copy image to 
main memory, then
            // copy it back to the graphics card to the texture in one frame).
            // The long way round allows us to manually modify the copied image 
via the callback
            // and then let this modified image by reloaded back.
            texture->setImage(0, image);
        }
        else
        {
            // attach the texture and use it as the color buffer.
            camera->attach(osg::Camera::COLOR_BUFFER, texture, 
                           0, 0, false,
                           samples, colorSamples);
        }


        // add subgraph to render
        camera->addChild(subgraph);

        parent->addChild(camera);

    }    

    return parent;
}

int main( int argc, char **argv )
{
    // use an ArgumentParser object to manage the program arguments.
    osg::ArgumentParser arguments(&argc,argv);

    // set up the usage document, in case we need to print out how to use this 
program.
    
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+"
 is the example which demonstrates pre rendering of scene to a texture, and 
then apply this texture to geometry.");
    
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+"
 [options] filename ...");
    arguments.getApplicationUsage()->addCommandLineOption("-h or 
--help","Display this information");
    arguments.getApplicationUsage()->addCommandLineOption("--fbo","Use Frame 
Buffer Object for render to texture, where supported.");
    arguments.getApplicationUsage()->addCommandLineOption("--fb","Use 
FrameBuffer for render to texture.");
    arguments.getApplicationUsage()->addCommandLineOption("--pbuffer","Use 
Pixel Buffer for render to texture, where supported.");
    arguments.getApplicationUsage()->addCommandLineOption("--window","Use a 
separate Window for render to texture.");
    arguments.getApplicationUsage()->addCommandLineOption("--width","Set the 
width of the render to texture.");
    arguments.getApplicationUsage()->addCommandLineOption("--height","Set the 
height of the render to texture.");
    arguments.getApplicationUsage()->addCommandLineOption("--image","Render to 
an image, then apply a post draw callback to it, and use this image to update a 
texture.");
    
arguments.getApplicationUsage()->addCommandLineOption("--texture-rectangle","Use
 osg::TextureRectangle for doing the render to texture to.");
   

   int count = 0;
   while (count<3)
   {
    ++count;
    // construct the viewer.
    osgViewer::Viewer viewer(arguments);

    // add stats
    viewer.addEventHandler( new osgViewer::StatsHandler() );

    // add the record camera path handler
    viewer.addEventHandler(new osgViewer::RecordCameraPathHandler);

    // add the threading handler
    viewer.addEventHandler( new osgViewer::ThreadingHandler() );

    // if user request help write it out to cout.
    if (arguments.read("-h") || arguments.read("--help"))
    {
        arguments.getApplicationUsage()->write(std::cout);
        return 1;
    }

    unsigned int tex_width = 1024;
    unsigned int tex_height = 512;
    unsigned int samples = 0;
    unsigned int colorSamples = 0;
    
    while (arguments.read("--width", tex_width)) {}
    while (arguments.read("--height", tex_height)) {}

    osg::Camera::RenderTargetImplementation renderImplementation = 
osg::Camera::FRAME_BUFFER_OBJECT;
    
    while (arguments.read("--fbo")) { renderImplementation = 
osg::Camera::FRAME_BUFFER_OBJECT; }
    while (arguments.read("--pbuffer")) { renderImplementation = 
osg::Camera::PIXEL_BUFFER; }
    while (arguments.read("--pbuffer-rtt")) { renderImplementation = 
osg::Camera::PIXEL_BUFFER_RTT; }
    while (arguments.read("--fb")) { renderImplementation = 
osg::Camera::FRAME_BUFFER; }
    while (arguments.read("--window")) { renderImplementation = 
osg::Camera::SEPERATE_WINDOW; }
    while (arguments.read("--fbo-samples", samples)) {}
    while (arguments.read("--color-samples", colorSamples)) {}

    bool useImage = false;
    while (arguments.read("--image")) { useImage = true; }
    
    bool useTextureRectangle = false;
    while (arguments.read("--texture-rectangle")) { useTextureRectangle = true; 
}
    
    bool useHDR = false;
    while (arguments.read("--hdr")) { useHDR = true; }

    
    // load the nodes from the commandline arguments.
    osg::Node* loadedModel = osgDB::readNodeFiles(arguments);
    
    // if not loaded assume no arguments passed in, try use default mode 
instead.
    if (!loadedModel) loadedModel = osgDB::readNodeFile("cessna.osg");
    
    if (!loadedModel)
    {
        return 1;
    }
    
    // create a transform to spin the model.
    osg::MatrixTransform* loadedModelTransform = new osg::MatrixTransform;
    loadedModelTransform->addChild(loadedModel);

    osg::NodeCallback* nc = new 
osg::AnimationPathCallback(loadedModelTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f));
    loadedModelTransform->setUpdateCallback(nc);

    osg::Group* rootNode = new osg::Group();
    
rootNode->addChild(createPreRenderSubGraph(loadedModelTransform,tex_width,tex_height,
 renderImplementation, useImage, useTextureRectangle, useHDR, samples, 
colorSamples));

    osgDB::writeNodeFile(*rootNode, "test.ive");

    // add model to the viewer.
    viewer.setSceneData( rootNode );

    viewer.run();
 }
}
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