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/
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