Any chance of a stack trace??  My guess is that you've hit a memory
limit on the OpenGL side due to trying to allocate too many FBO's.

W.r.t Frame buffer object have a read through OpenGL docs on this topic.

On 7/6/07, Marcus Fritzen <[EMAIL PROTECTED]> wrote:
Hello @ all,

I working on shadow maps with more than one light source. Now I have a
problem. If I set up more than one camera and use as
RenderTargetImplementation FRAME_BUFFER_OBJECT, my program crashes, but
if I use FRAME_BUFFER it doesn't crash. So perhaps someone can explain
me the difference between both of them. Thank you all.

Greets,

--
----------------------------------------------------------------
Marcus Fritzen                  E-mail: [EMAIL PROTECTED]
University Koblenz
Triererstr. 105, 56072 Koblenz,
HIWI FB4 Herr Jackel
----------------------------------------------------------------

_______________________________________________
osg-users mailing list
osg-users@openscenegraph.net
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

_______________________________________________
osg-users mailing list
osg-users@openscenegraph.net
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to