Hi Aurelien, I'm afraid I can't spot what might be wrong at your end.
Robert. On 26 January 2012 10:13, Aurelien Albert <[email protected]> wrote: > Hi, > > I've done all the tests, and they are all ok. > > May the problem comes from the depth buffer attachment ? > > When I use : > > > Code: > p_camera->attach(osg::Camera::COLOR_BUFFER, p_renderTextureColor, 0, 0, > false, 4, 4); > p_camera->attach(osg::Camera::DEPTH_BUFFER, p_renderTextureDepth, 0, 0, > false, 4, 4); > > or : > > p_camera->attach(osg::Camera::COLOR_BUFFER, p_renderTextureColor, 0, 0, > false, 4, 4); > p_camera->attach(osg::Camera::DEPTH_BUFFER, p_renderTextureDepth); > > > > > There is black screen, but if I don't attach depth buffer, I got something > rendered and no "Warning: detected OpenGL error 'invalid operation' at after > RenderBin::draw(..)" errors in the console. > > Here is how I create my textures : > > > Code: > // Main color texture > p_renderTextureColor = new osg::Texture2D(); > p_renderTextureColor->setTextureSize(p_osgViewport->width(), > p_osgViewport->height()); > p_renderTextureColor->setInternalFormat(GL_RGBA32F_ARB); > p_renderTextureColor->setSourceFormat(GL_RGBA); > p_renderTextureColor->setSourceType(GL_FLOAT); > p_renderTextureColor->setFilter(osg::Texture2D::MIN_FILTER, > osg::Texture2D::LINEAR); > p_renderTextureColor->setFilter(osg::Texture2D::MAG_FILTER, > osg::Texture2D::LINEAR); > p_renderTextureColor->setWrap(osg::Texture::WRAP_S, > osg::Texture::CLAMP_TO_EDGE); > p_renderTextureColor->setWrap(osg::Texture::WRAP_T, > osg::Texture::CLAMP_TO_EDGE); > p_renderTextureColor->setDataVariance(osg::Object::DYNAMIC); > p_renderTextureColor->setUseHardwareMipMapGeneration(false); > p_renderTextureColor->setResizeNonPowerOfTwoHint(false); > > // Main depth texture > p_renderTextureDepth = new osg::Texture2D(); > p_renderTextureDepth->setTextureSize(p_osgViewport->width(), > p_osgViewport->height()); > p_renderTextureDepth->setSourceFormat(GL_DEPTH_COMPONENT); > p_renderTextureDepth->setSourceType(GL_FLOAT); > p_renderTextureDepth->setInternalFormat(GL_DEPTH_COMPONENT32F); > p_renderTextureDepth->setFilter(osg::Texture2D::MIN_FILTER, > osg::Texture2D::LINEAR); > p_renderTextureDepth->setFilter(osg::Texture2D::MAG_FILTER, > osg::Texture2D::LINEAR); > p_renderTextureDepth->setWrap(osg::Texture::WRAP_S, > osg::Texture::CLAMP_TO_EDGE); > p_renderTextureDepth->setWrap(osg::Texture::WRAP_T, > osg::Texture::CLAMP_TO_EDGE); > p_renderTextureDepth->setDataVariance(osg::Object::DYNAMIC); > p_renderTextureDepth->setUseHardwareMipMapGeneration(false); > p_renderTextureDepth->setResizeNonPowerOfTwoHint(false); > > > > > > Thank you! > > Cheers, > Aurelien[/code] > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=45036#45036 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

