It's all the in the code below.. That code is a full & complete example of my testbed program.. So the GC part looks like:
// Establish the "base" Graphics Context osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits; traits->x = 0; traits->y = HEIGHT_OFFSET; traits->width = width; traits->height = height; traits->windowDecoration = true; traits->doubleBuffer = true; traits->sharedContext = 0; // Doesn't inherit from anything traits->vsync = true; // Disable VSync (for now) traits->supportsResize = false; traits->windowName = "Color"; osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get()); With my other 2 gc's set almost identically, but with the sharedContext set to this one (to share the texture) Stephan Maximilian Huber wrote: > > Hi Randall, > Am 14.09.12 13:54, schrieb Randall Hand: >> >> As for FBO vs PBuffer, I'm running right now on a LAte 2011 MAcbook Pro, >> with the ATI chipset.. I thought FBO's were supported but maybe not... > > > FBOs do work on MacBookPro 2011 and OS X. How is your setup of the > graphic-context looking like? > > cheers, > > Stepham > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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