I fixed it.This needs to be changed to the following code.

  osg::ref_ptr<osg::Vec3Array> quad_coords = new osg::Vec3Array; // vertex 
coords
    // counter-clockwise
    quad_coords->push_back(osg::Vec3d(0, 0, -1));
    quad_coords->push_back(osg::Vec3d(tex_width, 0, -1));
    quad_coords->push_back(osg::Vec3d(tex_width, tex_height, -1));
    quad_coords->push_back(osg::Vec3d(0, tex_height, -1));

    osg::ref_ptr<osg::Vec2Array> quad_tcoords = new osg::Vec2Array; // 
texture coords
    quad_tcoords->push_back(osg::Vec2(0, 0));
    quad_tcoords->push_back(osg::Vec2(tex_width, 0));
    quad_tcoords->push_back(osg::Vec2(tex_width, tex_height));
    quad_tcoords->push_back(osg::Vec2(0, tex_height));在此输入代码...



在 2020年6月23日星期二 UTC+8下午4:28:11,OpenSceneGraph Users写道:
>
> Putting a brief description in a subject then a whole file in the body 
> really isn't helpful as the first step in investigating problems.  Few 
> people are going to stop their own work, pull down your code, writing a 
> build script for it, get it compiled and try to recreate the problem, 
> especially when you don';t provide any actual information as to what the 
> problem might you are seeing.
>
> The first step should be explaining what you are testing in high level 
> terms.  Which OS, what hardware, what OSG version, how you invoked the 
> application, a screenshot of what you see on screen.  If you are trying out 
> an OSG example, is it the exact one in OpenSceneGraph/examples, is it a 
> modified one?
>
> For me the osgmultiplerendertargets is producing a yellow quad.  I'm not 
> the author of this example, so I assume it's correct.
>
>

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