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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