Hi Chris,

The OSG relies upon the windowing toolkit to provide the pbuffer
support.  Right now only osgProducer/Producer provides this support.
This support will be added to osgViewer but isn't there yet, once it
is you'll be able to link to the osgViewer library and let it
implement pbuffer for you.

In the meantime why not use FRAME_BUFFER_OBJECT as it performs better
the pbuffer and doesn't require a separate graphics context and
therefore windowing toolkit support.

Robert.

On 3/13/07, Chris <[EMAIL PROTECTED]> wrote:
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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