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
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