HI Peterakos, I'm guessing the errors are GLSL errors, and would suggest that the depth_texture type is inappropriate. You don't include the whole GLSL shader so we can't comment further than this.
Robert. On 20 December 2012 21:18, Peterakos <[email protected]> wrote: > 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. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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