> // load texture as an image
> imgTexture = osgDB::readImageFile("model/BAKE_OVERRIDE.jpg");
> // if the image is successfully loaded
> if (imgTexture)
> {
>         imgTexture->allocateImage(3500, 3500, 1, GL_RGBA,
> GL_UNSIGNED_BYTE);

Why are you reallocating space for an image loaded from file ?
Shouldn't the texture dimension be a power of 2 ?



>         // create a new two-dimensional texture object
>         texAvatar = new osg::Texture2D;
>         // set the texture to the loaded image
>         texAvatar->setImage(imgTexture);
> }
> node->getOrCreateStateSet()->setTextureAttributeAndModes(1, texAvatar,
> osg::StateAttribute::ON);
> node->getOrCreateStateSet()->addUniform(new osg::Uniform("editedMap",
> 1));
> 
>  // tell the camera to use OpenGL frame buffer objects
> 
> //getCamera()->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
> getCamera()->attach(osg::Camera::COLOR_BUFFER1, imgTexture);

getCamera()->attach(osg::Camera::COLOR_BUFFER1,      texAvatar        );

Where is attachment for COLOR_BUFFER0 ?
You should read the framebuffer object spec :
http://www.opengl.org/registry/specs/ARB/framebuffer_object.txt
Especially the part that begins by "If the GL is bound to the default 
framebuffer"...

attachement to osg::Camera::COLOR_BUFFER1 is only valid for a newly create 
framebuffer, not the default one.

Regards,
-Fred
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