Hi,

I am trying to create a pbuffer to render a shadow texture without using the
frame buffer. I tried the osg example osgprerender.exe and that seems to
create a pbuffer just fine. However my app does not seem to want to do it,
even though I am basically doing the same thing...i.e. using a block of code
copied verbatim from the osgshadowtexture example:

    camera->setRenderTargetImplementation(osg::CameraNode::PIXEL_BUFFER);

When I run my app, OSG defaults to choosing the FRAME_BUFFER option, after
saying it could not realize the requested graphics context. The only thing I
can think of that might be different is that my app uses wxWidgets, and its
main rendering surface is a wxGLCanvas. But this should not affect creation
of a new , off screen p-buffer by OSG, should it ?

Thanks,
Chris

--
www.sketch3.com
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