Hi Alberto, The strange thing is OpenGL FrameBufferObject extension don't use the windowing-api so the wglBindTextureImageARB have not to be called.
your code seem to be good. take a look to osgprerender example. "osgprerender --fbo" use frame buffer object. HTH David 2007/10/8, Alberto Nortes <[EMAIL PROTECTED]>: > > Hi!, > > We have migrated all the code to the new osgViewer and everything is > working marvelously, but: > In OSG-2.2, with an Nvidia 7800 GT, I create an FBO to render the scene to > a texture, this works correctly, but later if I want to use that texture as > an input I get the following error: > > PixelBufferWin32::wglBindTexImageARB(), failed > > This used to work while working with osgProducer, but right now I dont > know what can be wrong. Here is some code: > > //Render the current scene to a texture. > camera->setRenderOrder(osg::CameraNode::PRE_RENDER); > camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT); > > camera->attach(osg::CameraNode::COLOR_BUFFER, _texture_fbo); > camera->addChild(*_total_root*); > > _root_camera_fbo->addChild(camera); > _root_camera_fbo->addChild(nested_quad_from_camera); > viewer.setSceneData(_root_camera_fbo); > > //Then in another part of the code I do: > osg::Texture2D* _imagen_fbo = getTextureFbo(); > *_total_root*->addChild(group); > group->getOrCreateStateset()->setTextureAttributeAndModes(0, > _imagen_fbo,osg::StateAttribute::ON); //This last line provokes the warning. > > > I belive I am doing something really really wrong like accesing the > texture inside the same camera that renders it each frame... Please any > comment would be very helpful. > Thanks! > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
_______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org