Hi, 
I tried to make FBO work on android, but failed 
Yes we should comment glDrawBuffers It doesn't exist on GLES2.0 
For now I have incomplete attachment. 
Here is my simple texture 
osg::ref_ptr<osg::Texture2D> visual_tex = new osg::Texture2D; 
visual_tex->setTextureSize( 256,256); 
visual_tex->setSourceFormat(GL_RGBA); 
visual_tex->setSourceType(GL_UNSIGNED_BYTE); 
visual_tex->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); 
visual_tex->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); 
visual_tex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); 
visual_tex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); 
visual_tex->setResizeNonPowerOfTwoHint(false); 
and camera 
colorCamera1->attach(osg::Camera::COLOR_BUFFER, visual_tex.get()); 
colorCamera1->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); 
Could you please tell me why OSG bind renderbuffer and my texture to context? 
As far as I understand I don't bind MSFBO and I don't need to resolve 
framebuffer. 

Fail is here
void FrameBufferAttachment::attach(State &state, GLenum target, GLenum 
attachment_point, const FBOExtensions* ext) const
{
    unsigned int contextID = state.getContextID();

    Texture::TextureObject *tobj = 0;
    if (_ximpl->textureTarget.valid())
    { OSG_FATAL<<"_ximpl->textureTarget.valid()"<<std::endl;
        tobj = _ximpl->textureTarget->getTextureObject(contextID);
        if (!tobj || tobj->id() == 0)
        {
            OSG_FATAL<<"_ximpl->textureTarget.valid()2"<<std::endl;
            _ximpl->textureTarget->compileGLObjects(state);
            tobj = _ximpl->textureTarget->getTextureObject(contextID);

        }
        if (!tobj || tobj->id() == 0)
        {
            OSG_FATAL<<"_ximpl->textureTarget.valid() failed"<<std::endl;
            return;
        }
    }
Fail is in compileGLObjects.
My target is google nexus 10 with mali T604 
Thank you! 
Cheers, 
Roman

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