Hi, Some of the linux users of my OsgOculus implementation are reporting flickering images. The piece of code which seems to be the offender is the renderToTexture camera setup:
Code: ... camera->setDrawBuffer(GL_FRONT); camera->setReadBuffer(GL_FRONT); camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); ... If they change the setDrawBuffer() and setReadBuffer() to GL_BACK instead the flickering disappears. Same thing if they remove the setDrawBuffer() and setReadBuffer() calls entirely. I was under the impression that GL_FRONT should be used when working with frame buffer objects. Could someone educate me why they are seeing this behavior? Cheers, Björn ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61454#61454 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

