Hi JS
On 2/26/07, Jean-Sebastien Guay <[EMAIL PROTECTED]> wrote:
Hello Jason, > I've seen that type of error before when mixing C++ runtimes with OSG. > If you're running in release mode, make sure your program and the OSG > dlls are both compiled using the same C++ runtime (Multi-threaded DLL > for release builds and Multi-threaded Debug DLL for debug builds) and > you should be fine. My application is being compiled with Multi-threaded Debug DLL in debug mode, which matches the OSG runtime in debug mode. I also double-checked that I was linking with the debug OSG libraries, which I am. That was one of the first things I checked, but thanks for double-checking anyways. Also, the OSG binaries were compiled on this same machine with the same compiler (same version, etc.). Anything else I can check?
I might be wrong, but osg::Image::getInternalTextureFormat() returns 0x1908 on an already allocated image (with allocateImage()), which happens to be GL_RGBA. You pass 8 (32/4) as the internal texture format for your image. It might be worth having a look at that -- Thibault
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