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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