Hello.
I have a camera which renders to osg::Camera::DEPTH_BUFFER using
camera->attach(osg::Camera::DEPTH_BUFFER, texture);
Here is how i create the texture:
texture->setInternalFormat(GL_DEPTH_COMPONENT);
texture->setSourceFormat(GL_DEPTH_COMPONENT);
texture->setSourceType(GL_UNSIGNED_BYTE);
texture->setShadowComparison(false);
My Model draws to this texture in fragment shader using : gl_FragDepth
= gl_FragCoord.z;
After that i render this texture to a quad in fragment shader using
uniform sampler2D depth_texture;
void main(){
float depth = texture2D(depth_texture, gl_TexCoord[0]).r;
gl_FragColor = vec4(depth, depth, depth , 1.0);
}
The problem is that i get the 2 following errors and i cant figure out
where the problem is caused.
error1: 'texture2D' : no matching overloaded function found (using
implicit conversion)
error2: 'r' : field selection requires structure , vector or matrix on
left hand side.
What do i do wrong ?
Any help would much appreciated.
Thank you for your time.
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