HI Stephan,

On 2/15/07, Stephan Maximilian Huber <[EMAIL PROTECTED]> wrote:
> It sounds like the RTT window is not being created correctly, or
> pehaps the make current isn't working as it should.
I did some debugging, if I insert a glFlush before
copyTexture(renderInfo) in RenderStage at line 737  the cow gets
displayed on the additional window. But still no cow on the flag :(

The need for a flush sounds like we have a threading issue on the
OpenGL side, i.e. the RTT window doesn't complete before the main
window draw traversals resumes.   There do seem to be other problems
so we'll need to do more exploring before jumping to conclusions.

> Could you send a desktop image dump of what you see when you run the app?
See the two attached screenshots.

If I profile osgprerender with the OpenGL-profiler I can see that a
texture gets updated with the framebuffer of one window, but it seems,
that a different texture is bind to the flag. If I understand the
profiler correctly, the app uses 4 textures, 2 x reflect.rgb and 2 x
textures (1024 x 512) one is empty, the other is updated with the
frame-buffer of the second window.

Should the app only use two textures, one for the cow and one for the
frame-grab?

When sharing is in action I would have though we would just have two
textures, one for the RTT, one of the cow.

Could you try the above when running with SingleThreaded?  I wonder if
the double buffering is has some detrimental effect.

Robert.
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