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 _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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