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
>
>
>
>
>
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