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!
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>
>
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