pbuffer with depth buffer

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Liu Xiaoyan (liuxy++at++ihpc.nus.edu.sg)
Tue, 22 Dec 1998 11:52:43 +0800


Hi, all,

I'm having a very strange problem here rendering to a pbuffer with depth
buffer( r/g/b = 8, Z=24). The images I save from this pbuffer are always
the same each time I run it with different objects or even empty scene
graph attached to this channel. I don't know where does this image come
from, doesn't look like garbage, looks like the very very first objects
I used to run the program and then it sticks to the memory. Even I
explicitly clear the buffers in the draw callback or even stupidly
reboot my Octane, the same image comes out.

However, if I allocate a pbuffer without depth buffer, things go fine.
What could cause such behaviour?

I'd like to point out that I'm doing all these with another package
library (CAVE) which deals with stereo display and allocates pipes and
channels before my code for pbuffer allocation.

void DrawPbuf (pfChannel *channel, void *data)
{ static int no = 0;
  int depth, color;

 glGetIntegerv(GL_DEPTH_BITS, &depth);
 glGetIntegerv(GL_COLOR_ARRAY_SIZE, &color);
 glClearColor(1, 0, 0, 0);
 glClearDepth(0.0f);
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 glEnable(GL_DEPTH_TEST);

    /* pfClearChan(channel); */
   /* pfDraw(); */
  /* pfDrawChanStats(channel); */
}

Thanks for any help,

Liu

***********************************************************************
Liu Xiaoyan Institute of High Performance Computing
Research Engineer National University of Singapore
Data Visualisation Group http://www.ihpc.nus.edu.sg Tel:(65)7709267
***********************************************************************


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